TCP can indeed be used for a MMRPG.
One rule
1 packet size.. alway 1 PACKET size.
like packet size of 512 or 1024.
Use readavail
;The command to use
readbyte"S"
Forbidden commands.
readbyte
readline
readint
readlong
readshort
i have ben coding MMRPG using blitz basic sens 2003 and it can handle over 150 users at once.
Lag free ?
Wow lags a lott
internet delay of 2000 ms and it still works.
In a counter strike game data is sent more frequent.
In wow data is only sending the users destination.
Look for "mangos project" it show you source code in C++ :D
One rule
1 packet size.. alway 1 PACKET size.
like packet size of 512 or 1024.
Use readavail
;The command to use
readbyte"S"
Forbidden commands.
readbyte
readline
readint
readlong
readshort
i have ben coding MMRPG using blitz basic sens 2003 and it can handle over 150 users at once.
Lag free ?
Wow lags a lott
internet delay of 2000 ms and it still works.
In a counter strike game data is sent more frequent.
In wow data is only sending the users destination.
Look for "mangos project" it show you source code in C++ :D