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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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stilianos

The online tennis problem

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I call it the 'tennis problem'.

Imagine a networked tennis game, the ball is hit from one person to another, assume that the path of the ball is sent and not the location of the ball, this allows for predictability, because we know where and when the ball is going to land, and therefore we can have a nice synced game, we can just speed up/ slow down the velocity of the ball to do this. However consider when the two players are very close to each other (right next to the net), in LAN circumstances this wouldn't be a problem, but suppose we had a 1 second delay in our connection, the ball that player A hits will have traveled passed player B by the time player B received the message that player A had hit the ball. What can you do in this situation? The only thing I can think of is teleport the ball back to the correct position and risk ruining all immersion, surely there is a better way.

Hopefully you were able to follow the example, I'd like to hear your thoughts on this 'tennis problem' and what strategies could be used to overcome it.

Thanks

Happy Holidays/ Happy New Year

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If your game designer comes up with a game design that requires faster turn-around time than the latency between the players, you smack him on the knuckles with a ruler and say "Bad designer, not considering the requirements!"
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