A way of measuring time intervals for the purposes of triggering an action after some elapsed time.

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1answer
83 views

synchronizing client-server actions

What's the usual way to handle events that are checked both on server and the client, like attacking? There's a cooldown timer to an attack of which the client is aware (so to prevent spamming server ...
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0answers
47 views

How can I make a chronometer for an HL2: EP2 Mod?

I'm trying to make a chronometer for a mod I created. I looked on the web, but there are only countdown timers for TF2, nothing for HL2: EP2. In my case, it is an absolute necessity to use HL2: EP2. ...
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29 views

NodeJS timed update approach

My game has users building buildings, recruiting units, trading resources and sending attacks. All of this functionality takes a certain amount of time to happen and I'd like help with deciding on the ...
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0answers
79 views

C++ timer for game loop(consistency across machines)

sorry I have been searching for ages and can't seem to get a good answer that I can understand, I am trying to make a game in my universities TL engine, and I can create a timer class fine, but I'm ...
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0answers
47 views

Interpolating positions between FixedUpdate frames in Unity?

Lockstep Framework uses FixedUpdate () in Unity to match an assumed fixed timestep. At higher rates, FixedUpdate doesn't at all run at a fixed rate but instead runs multiple times in a single frame to ...