Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

Read QuakeWorld 1999, client-server prediction, Counter-Strike: Source lag compensation.

See also, “reconciliation.”

Also, debatably the article hints towards an incorrect implementation because they specifically mention sending events instead of user input.

By design, if you do this, you can create events that are supposed to eventually stop, but the user may drop packets and disconnect all the while you were processing an event that was never supposed to occur.

If you poll user input and experience loss, there’s no event to misfire.

This behavior manifests itself in games as a player that continues to walk forward despite having lost their connection to a server and is a indicator that a multiplayer server was implemented incorrectly.



Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: