#28706 - greyboy - Thu Nov 04, 2004 9:01 pm
Hello,
I just have a few questions about multiplayer which I thought I'd toss out there. I was taking a look at sgade's multiplayer module.
1) Now, this might be just how sgade chose to implement their multiplayer library, but...are packets broadcast to every gba (assume 4 connected), or are they sent specifically to targetted receivers?
2) at 60 fps, and 4 players, how many bytes of data can I anticipate sending each frame, i.e. how much data can each gba package up and send per frame.
3) If I want to make a 4-player twitch game, is the general correct approach to record the input of your gba on frame 0 and transmit that data at the end of your processing loop (before the vsync() to copy your data to hardware just before rendering). Then, process the resultant effect of everyone's (including your) input in frame zero at once during frame 1? Does my question make sense? :)
Pointers to good tutorials on this (i've found sgade, thanks) would be great.
Thanks.
I just have a few questions about multiplayer which I thought I'd toss out there. I was taking a look at sgade's multiplayer module.
1) Now, this might be just how sgade chose to implement their multiplayer library, but...are packets broadcast to every gba (assume 4 connected), or are they sent specifically to targetted receivers?
2) at 60 fps, and 4 players, how many bytes of data can I anticipate sending each frame, i.e. how much data can each gba package up and send per frame.
3) If I want to make a 4-player twitch game, is the general correct approach to record the input of your gba on frame 0 and transmit that data at the end of your processing loop (before the vsync() to copy your data to hardware just before rendering). Then, process the resultant effect of everyone's (including your) input in frame zero at once during frame 1? Does my question make sense? :)
Pointers to good tutorials on this (i've found sgade, thanks) would be great.
Thanks.