beltsonata {l Wrote}:I think (io)quake3 and Darkplaces have an option to toggle this in-game. I'm not sure what the general consensus is for dealing with the whole lag issue though...
<remaxim>well, it is called freegamedev... means you develop games for other people for free xD
dusted {l Wrote}:It might also be a good idea to have some server-dictated time, so that a client can tell "I shot at direction xyz at exactly THIS many milliseconds into the game", I think quake 2 didn't do this, and the player had to take lag into account, and "aim ahead" of people moving past them..
dusted {l Wrote}:My suggestion is; Write the "world/physics" code in a way that allows you to use the exact same code in both your server and client, then let the client run it's own physics, but let the server be the authority which updates the clients with the current state.
This way, when the game runs smoothly on the client, and only long periods of no data will be noticable. This is, afaik, what quake does.
Zlodo {l Wrote}:Regarding UDP, keep in mind that not only packets can be lost but they may also arrive out of order, so you have to deal with that as well.
Zlodo {l Wrote}:Here's an article with interesting pointers about physics in networked games
http://gafferongames.com/game-physics/n ... d-physics/
Zlodo {l Wrote}:Regarding UDP, keep in mind that not only packets can be lost but they may also arrive out of order, so you have to deal with that as well.
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