Best way to do interpolation while no Data.

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Post » Wed Oct 24, 2012 8:41 am

Hey, I am playing around with the Socket.IO.

I am running the actions of the players on the server, in a dumb terminal kind of way, with the server running the positions and actions rather then relying on the Clients (Who can be a lying bastard!) information.

Just wondering how I best should handle the time between Received Data on the Client Side.

So that players don't stop moving while they wait for input.

In the demo capx of Juantar I saw that he is sending the Velocity of the Moving object as well, that is pretty smart, I think that is the way to go.

But perhaps I have forgotten something, so I would like to hear suggestions if you have some


Another thing is the size of the strings I am sending.

On Stack Overflow they told me that I should send packages as small as possible;

You're micro-managing. That's a question for TCP to handle. No matter the size of your message, your TCP implementation (probably at the OS level) will chunk it as it sees fit for transport. Unless you're sending a large amount of data (kilobytes to megabytes worth) and you need to be able to process it a little bit at a time, you don't need to worry about the chunking of data and packet size.

But I do not know if the Socket Plugins Socket.LastDataElement(0) / (1) / (2) works if I send single strings.

Do the Sockets last elements get updated on their own? Or does the whole thing only work while I use the Plugins SPLIT function?
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