I don't believe you currently can see if a game is private.
For the second question, see this thread
Two Questions
Chris (online) said
2 weeks ago | Post #2Last edited 2 weeks ago
default0 said
2 weeks ago | Post #3Thanks dude, that really helped.
So I guess sending keypresses to the server, whenever the player releases or presses a key (not holds) is the best way to do it(it doesnt matter too much if it aint 100% correct, thats why I dont need to resync too much).
So I guess sending keypresses to the server, whenever the player releases or presses a key (not holds) is the best way to do it(it doesnt matter too much if it aint 100% correct, thats why I dont need to resync too much).
Chris (online) said
2 weeks ago | Post #4Well, lets just say that there are better ways :)
default0 said
2 weeks ago | Post #5Id love you to explain them to me, or is there any general tutorial how I can do things best to not let the game eat too much performance?
I really need to know them, because the game I create will have some rooms with lots of users inside them at once....
And another question: Can I get how the game is called? I mean, if you create a game in the lobby you can give it a name e.g. "My Game" or "No noobs" or something like that, can I find out how the game was called?
Hope you can help me once again.
Best regards
I really need to know them, because the game I create will have some rooms with lots of users inside them at once....
And another question: Can I get how the game is called? I mean, if you create a game in the lobby you can give it a name e.g. "My Game" or "No noobs" or something like that, can I find out how the game was called?
Hope you can help me once again.
Best regards
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default0 said
2 weeks ago | Post #1Well, I started working with the API the last weak.
Now I got two unanswered questions:
-Can I check whether or not a game instance is private?
-How should I set up my serverside code for real-time games for best performance and result?
I hope to find answers here.
Best regards