Tagged Questions
2
votes
1answer
168 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 ...
2
votes
2answers
534 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. ...
4
votes
1answer
567 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
527 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?
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