Thanks guys
I don't think that not synchronizing is even an option. If there are say 50 units on screen with maybe even 100 bullets then there is no way to keep it going smoothly if position data has to be sent out for each one of those objects. I believe synchronizing is how pretty much all RTSs are done anyway, I know for sure that Age of Empires was done this way.
KuRiX - "I suggest to pass through the network the net clicks and options as you suggest, then the game must be synchronized along the network, and relay the positions and options in integer numbers, not float. So the units can move using floats but the position, internally, is a integer."
I'm not sure I understand what you mean here. Are you saying that all the units/bullets etc move using floating point math but when I send click options that I send those as integers?
Shifty Geezer - "DirectX changes it's rounding on the fly, so two computers running the same calculations won't necessarily end up at the same answers. You can't rely on this"
So say if I had an object that was moving in a circle (or something involving high precision floating point values) using the exact same algorithm on two computers, would they not follow the same path?
If not then how do other RTSs implement network play?
Thanks agian
I don't think that not synchronizing is even an option. If there are say 50 units on screen with maybe even 100 bullets then there is no way to keep it going smoothly if position data has to be sent out for each one of those objects. I believe synchronizing is how pretty much all RTSs are done anyway, I know for sure that Age of Empires was done this way.
KuRiX - "I suggest to pass through the network the net clicks and options as you suggest, then the game must be synchronized along the network, and relay the positions and options in integer numbers, not float. So the units can move using floats but the position, internally, is a integer."
I'm not sure I understand what you mean here. Are you saying that all the units/bullets etc move using floating point math but when I send click options that I send those as integers?
Shifty Geezer - "DirectX changes it's rounding on the fly, so two computers running the same calculations won't necessarily end up at the same answers. You can't rely on this"
So say if I had an object that was moving in a circle (or something involving high precision floating point values) using the exact same algorithm on two computers, would they not follow the same path?
If not then how do other RTSs implement network play?
Thanks agian