Dear All,
I am using ENet library for my multiplayer game, which I am trying to create dynamic memory allocated packet.
I tested it successfully but somehow at a certain point of time, the packet is sent over successfully but when received the data is messed up, and totally corrupted.
May I know what's the cause of this during the transfer of data?
And is there any compensation method?
Currently I am trying to check the entire game states several frames but it is not my intention to do so since it will slow down the performance by checking the entire world once every few frames to keep client & server in sync.
Thank you for reading and answering my question.
Best regards,
Dan.