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 Online Pong game I'm making... Annoying problem
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LaZ3R




PostPosted: Fri Mar 09, 2007 4:40 pm   Post subject: Online Pong game I'm making... Annoying problem

Is it the way Turing was programmed or my fault?

LAG... REALLY ANNOYING LAG.

If I connect to myself with two clients over my LAN ip, there will be almost 0ms lag... but as soon as someone from another computer uses my real IP address and connects to me, the game starts, and the ball warps between it's previous and current position sometimes, along with the paddles.

What's the best way to reduce lag in online games over turing... hard to find help with this since almost no one is making online games ever.
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Clayton




PostPosted: Fri Mar 09, 2007 4:48 pm   Post subject: Re: Online Pong game I'm making... Annoying problem

It's not your fault, it's just that Turing has an excruciatingly slow Net module...
Auraiken




PostPosted: Thu Mar 15, 2007 1:36 am   Post subject: Re: Online Pong game I'm making... Annoying problem

If you want to speed up while still using the turing module...

you should just send the paddle locations... the ball should be client side.

switch to a language with a better net module :<
Cervantes




PostPosted: Thu Mar 15, 2007 11:07 am   Post subject: RE:Online Pong game I\'m making... Annoying problem

Despite the above comments suggesting it's Turing's fault, no conclusive response can be given, based on the provided information. It's possible you coded things well and it is Turing's fault, yes. However, it's also possible that you've coded things very poorly and are sending way more data than necessary through the Net module. In that case, it would be your fault.

So, what data are you sending between the two computers?
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