There's a bunch of different ways of mitigating the effects of latency in online games. Everyone who has tried to make a networked game knows how it feels to be testing and running your game locally, where everything is smooth and crisp and instant, only to be tremendously disappointed when you go to play that inaugural multiplayer match and your enemy is skipping so fast you can't even follow him. With the Invasion Engine being built from the ground up as a networked game (even single player matches are actually connections to a local server) solving the issue of lag is very, very important. Having just finished the first successful test of our system for doing so, I'd like to talk a little about it. If you've ever been interested in how games like Half-life 2 (and all the Source engine games) counter lag, or if you're struggling with this same problem in your own project, read on.
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