Okay, thank you for your answers, it helped me a lot! :)
Unit movement synchronization in fast paced games
It is common to hide the round-trip latency with some kind of immediate UI feedback on the client which doesnt move objects.
For example, SC2 renders a "click animation" immediately and WoW has a "pre-cast" animation for every spell which starts and loops until the server says to show the spell result.
However, FPS or third person player movement normally needs to be processed on the client before round trip or it will feel laggy.
For example, SC2 renders a "click animation" immediately and WoW has a "pre-cast" animation for every spell which starts and loops until the server says to show the spell result.
However, FPS or third person player movement normally needs to be processed on the client before round trip or it will feel laggy.
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