[Project Peril] Client network code refactoring

Published July 29, 2017
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Early in the week I was working on implementing a networking model for smooth client performance even with high ping.  I came to realize that my client’s networking code was a big mess and hard to work with.  Instead of trying to fudge in new code and make it work, I set out to rewrite it all in a way that will make the client’s networking scheme easy to work with.  I intend to implement separate networking models, one that benefits players with low ping, and one that benefits players with high ping, and this may take some time.  I have nothing new to show this week, and I’m not sure how long this rewrite will take, but I should expect to have a more interesting devblog for next week.

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