Network programming theory
1. I've been working on an OpenGL-based action game, and I've just arrived to the network part.
Initially this is what i've planned: I'm using one server, x clients, and the server is looping through a list of the clients (and the server itself if its not dedicated). The problem is that I don't know exactly what they will send to each other.
If the clients send wich units (players, AI, powerups, firing bullets, everything) they're moving, creating or destroying, what should the server answer? Either it's just sending back the time since last time it listened to the client and let it calculate everything, or should it calculate the changes made itself and send back the whole result? If the latter, the latency can become huge on bigger maps, but I guess it will be a lot safer.
2. One more question: Should I use WinSock?