Jump to content

dlsso

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by dlsso

  1. Quick stab at it didn't work. When I add an exception so that the updates don't run for the local player I can't move him at all. Maybe I was doing it in the wrong spot or something. I was sick today so my brain may not be fully functional yet.
  2. Alright, cool. I will see if I can fix it! Awesome, nice to meet you! It was a huge help, I used most of the update code verbatim, just adding in some extra updates so that entering players would send their position to existing players and some stuff like that. I found the eureca syntax very easy to work with as well. Now excuse me while I read the rest of the thread and lean how webRTC fits into all this.
  3. I don't recall any synchronous requirement. I think each player would be sending out updates on input rather than everyone waiting for updates to go both ways. I imagine that would be horrendously slow.
  4. Cool, thanks. I believe I understand the interpolation. Could you explain the problem in a little more detail though? When you say returning data is being applied to the local player it gives me this impression: 1. Local player moves 2. Local player sends update to server 3. Server sends update to all players 4. All players including local player get that location update Is that correct? If so, then the first fix would be to add an "if not local player" to the update so that his position doesn't get incorrectly overridden, and then adding interpolation would help smooth it out for the other players. Correct?
  5. I am interested in creating multiplayer games with phaser. I found a very small handful of examples. I used the one that looked the most functional to create a multiplayer space combat game. However, I found that when I put it up online it was very laggy. Now the original author was using eureca.io, which may be slowing things down. I am also pretty new to coding so I may be running a lot of unnecessary updates. (Feel free to point out or fix mistakes in my code) My big question is: Do you think it is possible to create a fast real time multiplayer game with lots of updates happening using phaser, or am I running into some inherent limitations? Subquestions are: Do you think it would be faster if I learned sockets and re-wrote it without using eureca.io? Do you have any theories about what specifically is causing the lag? (Running locally and making multiple connections via multiple tabs is smooth, but multiple computers even on the same local network is always laggy) I know I am sending a lot of updates. If anyone wants to look at my code and see if there is a performance hitch there that could be fixed, that would be very welcome also.
×
×
  • Create New...