April 12th, 2011, 10:28 AM
ok, i'm not sure of i should continue here or make another topic.
This is the tcp code i was using:
public AsyncCallback pfnWorkerCallBack;
April 12th, 2011, 06:44 AM
How to use with Visual Studio .NET?
Well if you install it (in <csgl>/libinstall there is an instalable version with an install.bat) you could add it in...
April 12th, 2011, 05:59 AM
ok, so i'm somewhere in between I don't care if the updates for the players location etc all arrive. That just has to go fast. Things like hits and game begin and end they have to arrive and be...
April 12th, 2011, 05:28 AM
I did start with tcp and am switching to udp because tcp isn't fast enoug. Over lan it works but over the internet it just won't work. (the game i'm making is a 2D top down shooter,...
April 12th, 2011, 05:05 AM
What if i make one thread per client that takes care of processing data and handling acknowledgement. Each tread would hold the data for a single client. This way i don't have to access the same list...
April 11th, 2011, 10:38 AM
On the local network the server can now serve 11 clients. When i connect a 12th client, all clients disconnect. I have no idea why, it seems to start losing a lot of packets and then it fails the...
April 11th, 2011, 07:31 AM
I'm working on a UDP game-server for an xna game (no, i'm not interested in using the networking tools build in to xna). I have it working but i need ways to improve it's performance.