Yeah but I'm not talking about just a few packets....none of them are reaching the destination.
As for why I chose UDP, there's a lot of articles on it online and from my understanding TCP/IP is just too slow for handling many game updates per second. It also works in a way where some packets...
Ok, thanks. I hadn't thought to remove the UDP code and run it separately to detect problems, that's a great idea.
As for rolling my own netcode...honestly I didn't know about Lindgren and I always like to challenge myself a bit. I'm just having a bit too much of a challenge this time, lol...
I'm writing an online game. I've constructed a system for passing packets via serialization. For some reason, if I run the server on my local network and connect from the same PC, it works fine. But any other PC on the network and on the internet cannot seem to send packets to the server...
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