Quote Originally Posted by Squize View Post
"Well first I want to at least be able to handle over 30 or so connections... Much less syncing every player "

My last post in this thread, as it's pretty pointless.
It's not the number of connections which affects syncing.

Say it's just me and you playing the game. You have your quad core mean bitc'h of a machine, and I'm playing on a 486.
My machine is going to run slower than yours. So the game on my machine is going to run slower than yours. That gives you a huge advantage.

That's what syncing is, making sure that the game copes with everyone getting updates at the same time. It's all time based rather than frame based, and that has to be done at one central point, ie the server.

Actually, this is all a waste of time typing this isn't it. There's a great presentation that Jobe / Electrotank did about how to do a MP tank game which explains all this, I'd recommend you google it.

Squize.
Well the reason I'm not targeting syncing is because I'm doing all the connections on my computer. I start running like about 5 or more swf that runs the client side and connect with em all and everything goes on the fritz. Its not a trouble with syncing every player because I'm connecting all the clients I'm connecting to it with my own computer anyways.

The real problem entails not having the data get backed up. Its not that the server or anything is slowing down, but I'm trying to squeeze a bunch of people through the same door at too fast of a rate. So basically it lets a few in and the rest all start getting backed up and crowding up in the ever growing barrage of sent strings.

I think the best answer now is to try sending out notifiers on when to start and stop something. Rather than all the time. I'm going to check it out for a while.