Guys, I'm kind of a newbie at networking. Especially when it comes to real time stuff like games.
I'm making a first-person shooter, and I decided to use the simplest networking model for starters. From the research I've done, the answer seems to be the pure client/server model that the old Quake used.
But I'm having a lot of problems because there is not anything on the internet that is easy enough to grasp or I'm not good enough to figure it out on my own maybe, I don't know.
Whatever the reasons, the problems are the following.
1st: I'm wondering how to deal with clients that have different frames per second.
For example, one client has 1 fps and the second one has 5 fps. This means that the second one processes all the 5 of the received packets from the server while the first one processes only one packet from the 5 that are received(in a second).
How to solve this?
One way is to somehow say to raknet: drop all previous packets and get the newest one. The other way is to send the fps of the player to the server and base the numbers of packet that are sent every second on the current client fps.
And second question is: what is better: to send gameStates or keyStates?
I'm having other questions as well, but I will ask them one at a time. :lol: Thanks for reading this, of course. :rolleyes: