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It's all over UDP, but there's some reliability built on top of it. Most irregular events -- chat messages, weapon pickups, door openings -- are sent over and over, until they're acknowledged. Shots are an exception. By the time you can figure out the shot packet was lost, it would be weirder to send it than not to. 300 ms is a very long time in combat.

I do display connection statistics to players -- they use lag to lead, and loss to know if the number of dropped shot packets will be tolerable. A lot of players don't like playing at worse than 0% loss, and will meddle with their net settings (or play another day) if they see any.



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