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Question by Melanomoon · Jun 18, 2013 at 04:06 AM · networkviewstate synchronization

I have a question about networkview.

Hi, I plan to develop network game using server.

  1. In this case, is it right to use networkview for synchronizing the movement of the character?

  2. Is it possible to use either tcp or udp for networkview? (Can I get a networkviewID using either tcp or udp? And is it possible to use networkview only know networkviewID ?)

  3. How far the developer consider when using networkview? (only networkviewID, or internal communication networkview(socket or stream.. etc)

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Answer by DricoJD · Jun 18, 2013 at 05:44 AM

  1. There is no right or wrong, I would make it so that the player does not see his networkview, but other players do; however this leads to complex scripting - so it is up to you.

  2. It is possible, but why would you want to use them can you suggest why?

  3. Only use networkview when in dev build on a stable socket connection. when you think of making the game outgoing, you can then maybe use stream updates to make the game run slightly faster, however some peoples stream speed is a lot slower than others, so that may want to come in practice when thinking of buying a dedicated server.

Lastly I will be glad to see this game in action - I am always intrested in multi-networking products.

Good Luck in development

James

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