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| IP65 https://www.retrohackers.org/viewtopic.php?f=5&t=66 |
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| Author: | Schema [ Mon Feb 20, 2006 3:59 pm ] |
| Post subject: | IP65 |
Well, I gave IP65 a test over the weekend. Worked fine, but MV's code is very hard to follow, especially since I'm not used to ca65. Everything worked as advertised. Sent and received UDP packets, could ping the 64, etc. The 64 was able to blast out ~250 UDP packets per second - that's way more than you would need for a network game which is cool. Lots of potential there. |
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| Author: | RaveGuru [ Mon Feb 20, 2006 6:07 pm ] |
| Post subject: | |
Very nice! Keep us posted! |
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| Author: | tnt/beyond force [ Tue Feb 21, 2006 7:47 am ] |
| Post subject: | Re: IP65 |
Schema wrote: The 64 was able to blast out ~250 UDP packets per second - that's way more than you would need for a network game which is cool.
Have you tested how much power does it take to receive steady 50 packets per second and how big the latency is? (The latter would require two C64s with RR-Nets to tell the real performance so it might be harder for single person to test. Unless you own two RR-Nets, of course.) |
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| Author: | Schema [ Thu Mar 30, 2006 6:02 pm ] |
| Post subject: | Re: IP65 |
tnt/beyond force wrote: Have you tested how much power does it take to receive steady 50 packets per second and how big the latency is? (The latter would require two C64s with RR-Nets to tell the real performance so it might be harder for single person to test. Unless you own two RR-Nets, of course.)
Why 50 packets per second? Do you want the receiving to be sync'd to the raster scan rate? It would be interesting to do the send and receive as a raster interrupt, and see visually (with inc/dec $d020) how long they each take. The effort and latency will depend mostly on the size of the packets, of course. Instead of two C64s, I can quickly write a UDP reflector on my PC. |
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| Author: | tnt/beyond force [ Thu Mar 30, 2006 7:19 pm ] |
| Post subject: | Re: IP65 |
Schema wrote: Why 50 packets per second?
LAN gaming |
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| Author: | Schema [ Thu Mar 30, 2006 8:35 pm ] |
| Post subject: | Re: IP65 |
tnt/beyond force wrote: LAN gaming
You'll want to send more than just joystick state, because if things get out of sync you would have interesting problems. It's not many more bytes to send a packet saying "my character is at this x,y(,z)" location. Unless you had a central server controlling everyone's position pased on joystick states. |
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