Post edited 22:45 – 14. August 2010 by Jongr67
Hello,
I have been following the development of the borg server for several months now and have the server setup on my local machine.
First thing I would like the thank you for all the work you have put into the server and companion game. I believe it will be a great asset to many people looking to get started on their own development of a mmo.
I have recently began experimenting with using Unity3d for the client and happy to report it has been fairly easy to get working using the companion game as a guide and the use of the shared library.
I do you have one question and was hopeing someone could confirm if this is a bug. I was beginning some work with interpolating some remote users and while evaluating the messages between the server to client it seems as if the final message does not get sent right away to the client. So it seems as if the client is always short the last message untill the next round of messages are sent from the server.
So using WM_TIMINGS setting I tried to evaluate which message is sent vs received from the client
Server Sends message Client Receive Messages(Evaluate message from server)
wm.sent = 15:31:11,415 —–> wm.sent = 15:31:11,405
wm.sent = 15:31:11,425 —–> wm.sent = 15:31:11,415
wm.sent = 15:31:11,435 —–> wm.sent = 15:31:11,425
wm.sent = 15:31:11,445 —–> wm.sent = 15:31:11,435
I have tried this with the XNA game and Unity client and both seem to have the same issue. I have made some minor changes to the shared library mostly because Unity uses an older version Monobehavior which uses .net 2.0. So waitone(int) crashes Unity vs waitone(int,false).
Thanks for any help,
Jon