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0
votes
1answer
90 views

Handling latency in realtime music/rhythm-based games

Suppose I am making a co-operative multiplayer music-based rhythm game -- two players, side by side, move their cursor/avatar left and right with their mouse and attempt to hit or dodge obstacles that ...
7
votes
3answers
447 views

How can I keep two racing players synchronised?

I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform. The two player ...
4
votes
3answers
682 views

How long does it take for OpenGL to actually update the screen?

I have a simple OpenGL test app in C which draws different things in response to key input. (Mesa 8.0.4, tried with Mesa-EGL and with GLFW, Ubuntu 12.04LTS on a PC with NVIDIA GTX650). The draws are ...
1
vote
1answer
156 views

Client-side prediction and interpolation

Although my game uses a peer-to-peer model, I've still taken the approach of assigning each player to be a partial authority. What I mean by this is that each player acts as the "server" for a number ...
1
vote
0answers
107 views

How to perform game object smoothing in multiplayer games

We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a ...
5
votes
2answers
123 views

Which game logic should run when doing prediction for PNP state updates

We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
0
votes
2answers
169 views

How to handle player input in online game with ping jitter?

I'm currently working on an online game and basing my networking architecture around this Source Multiplayer Networking article. However, I'm a little stuck on how the user input works. The article ...
3
votes
1answer
268 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 ...
0
votes
1answer
207 views

Handling Latency in Multiplayer Shoot-em-ups

I had an idea for an architecture, and I was wondering if anyone has implemented something like this or has used AWS or some other service to help? I thought about using NodeJS + SocketIO to handle ...
4
votes
2answers
1k views

How to achieve smooth gameplay in a physics based multiplayer game? (2d)

I'm using cocos2d 2.0 and Gamekit for networking. I've got a server/client model. It works over wifi (local) and bluetooth. (Xcode 4.3, Objective C) Basically, there's a ball and 2 or more players. ...
5
votes
2answers
409 views

Triple buffering and jittering

John Carmack has a tweet: "Triple buffering adds latency and jitter; it should be avoided. The Answer is non-isochronous display updates." Can anyone explain what he meant by adds latency and ...
4
votes
1answer
743 views

XNA: Networking gone totally out of sync

I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and ...
2
votes
1answer
849 views

Real-time UDP multiplayer games: ping measurement?

In real-time multiplayer games that use UDP for the actual game (CS:S, UT, etc.), how is network latency (ping) measured? More specifically, how do you find out how long ago a UDP packet was sent? ...