I’ve fixed the rejoin issue I discovered last week by making a custom connection negotiation system that doesn’t rely on messages sent reliably and that’s handled at a lower application level than I used  previously.

I noticed that player health values weren’t synchronized when clients had packet loss so I added an option to choose if an objects attribute should be sent as a reliable message when it has changed.

I also worked on the project postmortem and milstone 3 presentation.

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