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4
votes
1answer
239 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
568 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
2answers
540 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. ...
2
votes
1answer
535 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? ...
2
votes
1answer
169 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
168 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 ...