[Red5] realtime movement ; latency ; dead reckoning ; coordinate prediction

Edward Yakop edward.yakop at gmail.com
Wed Nov 7 07:11:55 PST 2007


On Nov 7, 2007 3:11 PM, Walter Tak <walter at waltertak.com> wrote:
> Management excerpt:
>
> a. Has anyone decent experience with realtime 'smooth' movement of objects
> in multiplayer environments ?
Nope.

> b. What would be the performance impact of using SO.send() at a decent
> framerate (say 10 times a second) versus normal usage of SO + onSync.
I'm not sure, but I have a potentially useless idea.

If you do it this way (Disclaimer - not sure at all :)):
* All clients do standard flash remoting to tell the server their action.
* All clients register to the same shared object.
* Server periodically tells the client where are everyone else are?
   * Server calculate whether they're stopped or off the screen etcs
and update the shared object.
      Note: only server that is allowed to update, the rest just listen.

> If not I'll try to develop a (Flash) class for this , if needed combined
> with a Red5-class , and share it with the rest of the community.
That would be great.

Regards,
Edward Yakop



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