A visible delay between input and screen update.
4
votes
1answer
79 views
When using MVC, what is the proper way to handle a view refresh when the model isn't ready?
I'm about to start building a game and am having trouble understanding the proper course of action when it's time to refresh the screen, but the model hasn't finished its calculations. I assume this ...
0
votes
0answers
89 views
Tile-Based Platformer Infinite Terrain Generation [duplicate]
I'm using the LÖVE game engine (which uses Lua). My terrain generation works good. But I'm planning to make the terrain generate as the player walks so that the terrain will be infinite size. I'm ...
0
votes
1answer
119 views
XNA cursor lag
I'm trying to understand if this is avoidable, or it's something I just have to deal with when using XNA.
I made a new game project and loaded simple 16×16 cursor image to draw each frame at exact ...
17
votes
4answers
636 views
Tricks in game mechanics to avoid dealing with network lag compensation?
Implementing network lag compensation is hard, how to avoid it?
Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
1
vote
1answer
184 views
How can I detect and compensate for system related lag?
The best example I can think of is Doom 3. It seemed to me that if there was any kind if lag the game would pause and then resume without "fast forwarding" to catch up. I'm trying to figure out a good ...
2
votes
1answer
172 views
How to properly do weapon cool-down reload timer in multi-player laggy environment?
I want to handle weapon cool-down timers in a fair and predictable way on both client on server.
Situation:
Multiple clients connected to server, which is doing hit detection / physics
Clients ...
6
votes
1answer
494 views
Mitigating the noticability of a frame drop in XNA
I have been having some minor frame drop issues in a 2D XNA game.
To start with, I am a vsync'ed, mixed timestep. That is:
IsFixedTimestep = false;
...
-3
votes
3answers
226 views
Game getting progressively laggier?
I have a small game in HTML5 that uses socket.io to communicate with a node.js server. Now my problem is that, ever since I did my last update on it it seems to have something "chunk up" in the ...
3
votes
2answers
558 views
2D Animation Smoothness - Delta time vs. Kinematics
I'm animating a sprite in 2D with key frames of rotation and xy-positions.
I've recently had a discussion with someone saying that when the device (happens to be an iPad using cocos2D) hits a ...
6
votes
2answers
623 views
Correct way to handle path-finding collision matrix
Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on ...
0
votes
0answers
255 views
Windows Events lag behind
I'm making a simple openGL application and so far I can get the window to display, the update/render loop work, and it processes windows events (like WM_QUIT and WM_MOUSE). I've found though that ...
4
votes
2answers
509 views
How can I alleviate network lag issues with players from other countries?
I am developing a small multiplayer game where players move through the map and interact with each other. The game is written in VB.Net.
When I tested my game with players on a LAN everything worked ...
2
votes
0answers
90 views
1UPT multiplayer sync
The game I'm working on is 1 unit per tile. Each player can move their single unit 1 tile at a time (click the unit and then click the tile to move to).
It's in Javascript with Node.js and presently ...
8
votes
4answers
324 views
Can packet latency fluctuate?
Can the time it takes for a packet to be transmitted from a client to the server fluctuate?
6
votes
1answer
1k views
Fixing Slow XNA Game
I'm kind of new to XNA (and games in general). I'm trying to make a young relative of mine (10yo) a simple fun game where he is the main character. I'm down to the wire (I have to get it to him by ...