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Network playing is useful to play games like Xeno (http://www.worldofspectrum.org/infoseekid.cgi?id=0005787) with your friends.
Currently I see two ways to do it:
I. the game will run only on host, the host sends the screen updates to the client and the client will send only the keys/joystick events. Using some kind of fast compression it might be enough to play the games smoothly.
pro:
easier to implement
we can connect to any host/client even behind the gateways using UDP hole punching
con:
if the client's packages are lost, then the client's input events are lost too, this might lead to problems.
it requires a bigger bandwidth than the next solution.
II. the host sends a snapshot to the client which is used by the client to start from the same position, then all the input events are synchronized between host <--> client.
pro:
all the events will be in sync
it will be much less data to send between client <--> host
con:
harder to implement
in order to be sure all the events are received by the parties we'll need to use TCP, therefore the server must have a public IP or the client & the server must be in the same network.
Personally I'd like to go with the first option ...
The text was updated successfully, but these errors were encountered:
Great!! Btw the above Naalaa code is C and may give you some inspiration.
Looking forward to this feature. I don't think there are emulators out there with internet multiplayer..
Network playing is useful to play games like Xeno (http://www.worldofspectrum.org/infoseekid.cgi?id=0005787) with your friends.
Currently I see two ways to do it:
I. the game will run only on host, the host sends the screen updates to the client and the client will send only the keys/joystick events. Using some kind of fast compression it might be enough to play the games smoothly.
II. the host sends a snapshot to the client which is used by the client to start from the same position, then all the input events are synchronized between host <--> client.
Personally I'd like to go with the first option ...
The text was updated successfully, but these errors were encountered: