dead-reckoning

Dealing with Latency in Networked Games

为君一笑 提交于 2019-11-27 17:27:43
I'm thinking about making a networked game. I'm a little new to this, and have already run into a lot of issues trying to put together a good plan for dead reckoning and network latency, so I'd love to see some good literature on the topic. I'll describe the methods I've considered. Originally, I just sent the player's input to the server, simulated there, and broadcast changes in the game state to all players. This made cheating difficult, but under high latency things were a little difficult to control, since you dont see the results of your own actions immediately. This GamaSutra article

Dealing with Latency in Networked Games

╄→尐↘猪︶ㄣ 提交于 2019-11-26 22:33:35
问题 I'm thinking about making a networked game. I'm a little new to this, and have already run into a lot of issues trying to put together a good plan for dead reckoning and network latency, so I'd love to see some good literature on the topic. I'll describe the methods I've considered. Originally, I just sent the player's input to the server, simulated there, and broadcast changes in the game state to all players. This made cheating difficult, but under high latency things were a little