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Re: Server-based FPS



Thanks to all, you all have been very helpful.
The specs about Unreal networking system seem very well-written and were very 
helpful, even if i'll use a more humble solution....
I think i'll keep track of movement, to restore older states when necessary, 
and use both TCP and UDP (any tradeoff about this? Is opening two sockets per 
connection a Good Thing?)

Thanks,
Francesco