I have a tick-based Multiplayer-RTS game: Client sends action to server at Frame n which will be broadcasted to all clients and executed at Frame n+x (x depends on network latency of slowest player) ...
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 ...
What is the acceptable latency for keyboard input? acceptable here means that a person doesn't notice the lag even subconsciously? For me the responsiveness of the interface is critical for a good ...
I have a multiplayer game done with Phaser, which runs in the browser and on a node.js server. The server is authoritative, every 50ms or so it sends the game state object to all clients. The clients ...