About ping and synchornization in multiplayer...

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12 comments, last by IvanJ 18 years, 9 months ago
There's a reason why you rarely ever see any network-multiplayer games like this where reaction is as important as action - because it's very hard, if not impossible, to do with sufficiently little lag. MAYBE on a fast LAN...
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Well people say that if you really put your head to it, you can do anything...

But is this one of those "physically impossible" moments?
Quote:Original post by IvanJ
Well people say that if you really put your head to it, you can do anything...

But is this one of those "physically impossible" moments?

yes, haven't we explained that yet?

if player a attacks player b then they ought not see the result of their attack until after player b has been given a chance to block, so at least a second will have passed before player a sees the effect of their attack.

call yourself with your cel phone, talk into one phone listen on the other. There is a lag there too, you just don't notice. This is the best you can hope for, your design will have to be changed to account for this [just like how you would notice the lag on a video phone, you need to change your design so that like an audio-only phone the lag isn't noticed]

ping times can be reduced with a peer to peer setup, but those people behind a NAT [network address translation, pretty much every firewall or router does this, as does a few ISPs] will not be able to speak to each other. You're still stuck with the lag though, but maybe you got it down to half a second.

Hmmm

I guess with pings around 100-300 the game with action/reaction style should still be fairly playable as long as animations are a bit slow (like a jib with a dagger would be 1200 ms or something)...

But this is bad ;(

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