Hello everyone!
So, I'm working on multiplayer (just another day!) and I've gotten a system which I believe works quite well. However, I understand that when I implement this into a real game, I can't expect everyone to play at 60 frames per second.
Thus, I am a little stuck with how to proceed:
I can no longer get away with using game ticks as a base measure of elapsed time, because if the tick rate changes, so does the duration of time that a "tick" represents. Therefore i cannot treat a server tick as a client tick.
However, if I were to use purely time based approaches, it would be unlikely that I would be able to compare events processed on ever so slightly differing timings (i can compare gamestates at tick X, but not at time X because time X is very unlikely to be indentical, thus i'd have to interpolate or something).
How do commercial games circumvent such issues?
How to synchronise game time with varying frame rates.
Started by Angus Hollands, Jun 28 2012 10:27 AM
1 reply to this topic
#2 Members - Reputation: 3708
Posted 28 June 2012 - 11:04 AM
use a fixed timestep.
http://gafferongames.com/game-physics/fix-your-timestep/
http://gafferongames.com/game-physics/fix-your-timestep/
Edited by SimonForsman, 28 June 2012 - 11:07 AM.
I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!
The voices in my head may not be real, but they have some good ideas!






