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Compensating for latency (MORE THAN NETWORK LAG)

First, this is a question not only about network lag, but delay from wireless controllers and delay to TVs/Monitors. For a fast-paced action game, how do you compensate for these things? Has anyone come up with a reusable way to do this? If so, I haven't seen one. I'd like to see a game framework that includes this out of the box.

If there is no previous examples available, how would one implement t开发者_如何学JAVAhis into an Update(float deltaTime) loop? Would it be possible to disguise or hide lag?


Dead Reckoning: Latency Hiding for Networked Games

Valve Developer Communnity: Source Multiplayer Networking

Ah!, it has been asked previously: Dealing with Latency in Networked Games

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