The need to test my game online.
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Hey everyone, As my first project with C#, DirectX, and object oriented programming begins to take form, I'm finding myself with a real problem. I only get to actually 'test' my game online once every few days because I don't know many people who will try it out with me. On my LAN, the game runs perfectly fine. I can launch as many game clients as I want and everything appears smooth. Once I actually test it over the internet, it's a different story. When two clients connect, there appears to be some serious lag between them for a few minutes, but then it clears up and plays great - with a short lag between shooting someone and having them explode (depending on the players' ping). When a third person joins, everything goes to hell and never syncs up again. I've tried using the DirectX network simulator but changing my game around using that has a guide is extremely frustrating. My last innovation (or desperate attempt) crashes my application under the sim, but a seems to work fine otherwise. I'm getting nowhere without being able to test the game over the internet (or at least better simulated lagged environment). I guess what I'm asking then, is there a .NET chatroom online where I could just pop in and try to round up a person or two? Or is there some kind of utility that I can use to simulate higher than 0 ping? EvilDingo
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Hey everyone, As my first project with C#, DirectX, and object oriented programming begins to take form, I'm finding myself with a real problem. I only get to actually 'test' my game online once every few days because I don't know many people who will try it out with me. On my LAN, the game runs perfectly fine. I can launch as many game clients as I want and everything appears smooth. Once I actually test it over the internet, it's a different story. When two clients connect, there appears to be some serious lag between them for a few minutes, but then it clears up and plays great - with a short lag between shooting someone and having them explode (depending on the players' ping). When a third person joins, everything goes to hell and never syncs up again. I've tried using the DirectX network simulator but changing my game around using that has a guide is extremely frustrating. My last innovation (or desperate attempt) crashes my application under the sim, but a seems to work fine otherwise. I'm getting nowhere without being able to test the game over the internet (or at least better simulated lagged environment). I guess what I'm asking then, is there a .NET chatroom online where I could just pop in and try to round up a person or two? Or is there some kind of utility that I can use to simulate higher than 0 ping? EvilDingo
server bandwidth and latency