<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="bbPress/1.1" -->
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title>cocos2d for iPhone &#187; User Favorites: mickeyl</title>
		<link>http://www.cocos2d-iphone.org/forum/profile/4461</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 02:39:38 +0000</pubDate>
		<generator>http://bbpress.org/?v=1.1</generator>
		<textInput>
			<title><![CDATA[Search]]></title>
			<description><![CDATA[Search all topics from these forums.]]></description>
			<name>q</name>
			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
		</textInput>
		<atom:link href="http://www.cocos2d-iphone.org/forum/rss/profile/4461" rel="self" type="application/rss+xml" />

		<item>
			<title>hactar on "[multiplayer] what to transfer and how often"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3415#post-28391</link>
			<pubDate>Mon, 01 Mar 2010 17:13:37 +0000</pubDate>
			<dc:creator>hactar</dc:creator>
			<guid isPermaLink="false">28391@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks Questor... These are interesting!
</p></description>
		</item>
		<item>
			<title>Questor on "[multiplayer] what to transfer and how often"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3415#post-28390</link>
			<pubDate>Mon, 01 Mar 2010 16:57:25 +0000</pubDate>
			<dc:creator>Questor</dc:creator>
			<guid isPermaLink="false">28390@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Just thought I'd update this older thread with some things I found regardng Quake networking:</p>
<p><a href="http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking" rel="nofollow">http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking</a><br />
and<br />
<a href="http://www.fabiensanglard.net/quakeSource/quakeSourceNetWork.php" rel="nofollow">http://www.fabiensanglard.net/quakeSource/quakeSourceNetWork.php</a><br />
and<br />
<a href="http://www.gamers.org/dEngine/quake/QDP/qnp.html" rel="nofollow">http://www.gamers.org/dEngine/quake/QDP/qnp.html</a></p>
<p>Regards,<br />
Q
</p></description>
		</item>
		<item>
			<title>hactar on "[multiplayer] what to transfer and how often"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3415#post-21305</link>
			<pubDate>Sat, 19 Dec 2009 02:06:27 +0000</pubDate>
			<dc:creator>hactar</dc:creator>
			<guid isPermaLink="false">21305@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Google: No results found for "quake multiplayer networking model".</p>
<p>I'd be interested in this, if you have a more direct link it would be greatly appreciated.
</p></description>
		</item>
		<item>
			<title>LongJohnnyE on "[multiplayer] what to transfer and how often"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3415#post-21304</link>
			<pubDate>Sat, 19 Dec 2009 02:03:39 +0000</pubDate>
			<dc:creator>LongJohnnyE</dc:creator>
			<guid isPermaLink="false">21304@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Look up quake multiplayer networking model. There are good tutorials to be found through google on this.
</p></description>
		</item>
		<item>
			<title>mickeyl on "[multiplayer] what to transfer and how often"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3415#post-20936</link>
			<pubDate>Mon, 14 Dec 2009 16:40:06 +0000</pubDate>
			<dc:creator>mickeyl</dc:creator>
			<guid isPermaLink="false">20936@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi guys, I'm working on a multiplayer platform game (top/down scroller), where the two heros race against each other to get to the top of the platforms. In singleplayer everything works fine, in multiplayer I see a massive drop of framerate, which comes from the networking code (not the additional player that's visible). Every player controls his hero through the accelerometer and sees all the players on his screen.</p>
<p>Right now I'm using GameKit to transfer the x/y of the local player to all connected peers. This happens in the step: method, so every 1/60 seconds. I tried using a slower framerate for the transfer, but that lead to very jiggy behaviour.</p>
<p>I've read <a href="http://www.cocos2d-iphone.org/forum/topic/1615" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/1615</a> but still have some questions, e.g. rather than transmitting x/y I should probably start transmitting x/y velocities w/ timestamp instead, right? Or should I probably not even send y velocity, but rather metadata such as 'character launched jump' etc.)? I can't get away without transmitting the accelerometer values in realtime though.</p>
<p>Is calling a network send (such as GameKit's) from the step: accepted at all or should I rather spawn a second thread? Please share some best practices with me.</p>
<p>Cheers,
</p></description>
		</item>

	</channel>
</rss>

