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	<title>Comments on: The 4 problems of network code</title>
	<atom:link href="https://mm.soldat.pl/development-log/4-problems-of-network-code/feed" rel="self" type="application/rss+xml" />
	<link>https://mm.soldat.pl/development-log/4-problems-of-network-code</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/4-problems-of-network-code/comment-page-1#comment-191840</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Mon, 20 Dec 2010 20:59:24 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1432#comment-191840</guid>
		<description><![CDATA[Good way of thinking about it.]]></description>
		<content:encoded><![CDATA[<p>Good way of thinking about it.</p>
]]></content:encoded>
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		<title>By: shurcooL`</title>
		<link>https://mm.soldat.pl/development-log/4-problems-of-network-code/comment-page-1#comment-191343</link>
		<dc:creator><![CDATA[shurcooL`]]></dc:creator>
		<pubDate>Sun, 19 Dec 2010 05:20:58 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1432#comment-191343</guid>
		<description><![CDATA[&quot;The client should never use the data he got from server directly, it always has to be somehow smoothened for better visuals.&quot;

Yes, exactly.

I find the best way to think about networking is that each packet you receive (on the client side, for instance) is a tidbit of information. Hopefully some new information. It&#039;s just a tiny piece of data that tells you a little more about the state of world at some certain time.

So each packet you get, you just toss it into your model of the world as you know about it.

Meanwhile, the client rendering code does something completely different, but it uses the background world state and tries to render something as close as possible to that.

tl;dr: Never ever use packets directly to render.]]></description>
		<content:encoded><![CDATA[<p>&#8220;The client should never use the data he got from server directly, it always has to be somehow smoothened for better visuals.&#8221;</p>
<p>Yes, exactly.</p>
<p>I find the best way to think about networking is that each packet you receive (on the client side, for instance) is a tidbit of information. Hopefully some new information. It&#8217;s just a tiny piece of data that tells you a little more about the state of world at some certain time.</p>
<p>So each packet you get, you just toss it into your model of the world as you know about it.</p>
<p>Meanwhile, the client rendering code does something completely different, but it uses the background world state and tries to render something as close as possible to that.</p>
<p>tl;dr: Never ever use packets directly to render.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/4-problems-of-network-code/comment-page-1#comment-190511</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Wed, 15 Dec 2010 17:21:00 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1432#comment-190511</guid>
		<description><![CDATA[Clash: I used RakNet for a long time. Berserker ran on RakNet and the first implementations of Link-Dead. Short answer: for me it sucks. Long answer: do you need one? If you just hobby code RakNet is very good and easy to use.]]></description>
		<content:encoded><![CDATA[<p>Clash: I used RakNet for a long time. Berserker ran on RakNet and the first implementations of Link-Dead. Short answer: for me it sucks. Long answer: do you need one? If you just hobby code RakNet is very good and easy to use.</p>
]]></content:encoded>
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		<title>By: Clash</title>
		<link>https://mm.soldat.pl/development-log/4-problems-of-network-code/comment-page-1#comment-190467</link>
		<dc:creator><![CDATA[Clash]]></dc:creator>
		<pubDate>Wed, 15 Dec 2010 08:18:35 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1432#comment-190467</guid>
		<description><![CDATA[MM, I&#039;m pretty sure you looked at network engines before you made your own. What do you think about RakNet? Wouldn&#039;t it solve your problems? You can set it to always receive the packets in the correct order and with 0 packet loss

Thanks]]></description>
		<content:encoded><![CDATA[<p>MM, I&#8217;m pretty sure you looked at network engines before you made your own. What do you think about RakNet? Wouldn&#8217;t it solve your problems? You can set it to always receive the packets in the correct order and with 0 packet loss</p>
<p>Thanks</p>
]]></content:encoded>
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	<item>
		<title>By: programmer.laik</title>
		<link>https://mm.soldat.pl/development-log/4-problems-of-network-code/comment-page-1#comment-190275</link>
		<dc:creator><![CDATA[programmer.laik]]></dc:creator>
		<pubDate>Tue, 14 Dec 2010 16:46:58 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1432#comment-190275</guid>
		<description><![CDATA[upload movie from lecture blzzzzzz.]]></description>
		<content:encoded><![CDATA[<p>upload movie from lecture blzzzzzz.</p>
]]></content:encoded>
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	<item>
		<title>By: Underline</title>
		<link>https://mm.soldat.pl/development-log/4-problems-of-network-code/comment-page-1#comment-190259</link>
		<dc:creator><![CDATA[Underline]]></dc:creator>
		<pubDate>Tue, 14 Dec 2010 15:41:35 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1432#comment-190259</guid>
		<description><![CDATA[Yeah, the net code is really well done.]]></description>
		<content:encoded><![CDATA[<p>Yeah, the net code is really well done.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ubern00b</title>
		<link>https://mm.soldat.pl/development-log/4-problems-of-network-code/comment-page-1#comment-190218</link>
		<dc:creator><![CDATA[Ubern00b]]></dc:creator>
		<pubDate>Tue, 14 Dec 2010 12:45:53 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1432#comment-190218</guid>
		<description><![CDATA[But the game runs amazing for 200 ping, I agree.

I live in Australia, and was playing someone in Germany. No Lag D:]]></description>
		<content:encoded><![CDATA[<p>But the game runs amazing for 200 ping, I agree.</p>
<p>I live in Australia, and was playing someone in Germany. No Lag D:</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/4-problems-of-network-code/comment-page-1#comment-190211</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Tue, 14 Dec 2010 12:15:27 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1432#comment-190211</guid>
		<description><![CDATA[That server is awful because it is run on an emulator and is very slow.]]></description>
		<content:encoded><![CDATA[<p>That server is awful because it is run on an emulator and is very slow.</p>
]]></content:encoded>
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	<item>
		<title>By: FinDude</title>
		<link>https://mm.soldat.pl/development-log/4-problems-of-network-code/comment-page-1#comment-190209</link>
		<dc:creator><![CDATA[FinDude]]></dc:creator>
		<pubDate>Tue, 14 Dec 2010 12:09:55 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=1432#comment-190209</guid>
		<description><![CDATA[I were amazed how well the game plays at that awful, awful 200 ping Master server.]]></description>
		<content:encoded><![CDATA[<p>I were amazed how well the game plays at that awful, awful 200 ping Master server.</p>
]]></content:encoded>
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