Author Topic: Frame-lock-networking amongst others.  (Read 973 times)

Coldfusionstorm

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Frame-lock-networking amongst others.
« on: 8 October 2012, 09:07:06 »
http://gamedev.stackexchange.com/questions/38426/frame-lock-networking

I was looking trough my chat log, and saw titi and softcoder discuss this, and i find it myself wildly interesting, Besides interesting it can be used for Megaglest for better network

So, Softcoder,Titi,Treba,Silnarm, And others hidden programmers.(sorry if i forgot someone).

What are your thoughts on this?

Interesting?,Waste of time?, usefull?,needed?.

Personally i come from commercial RTS games, so the delay is what annoys me most right now i think.

I often relocates resources fx, clicking 3 times, and then thinking ah, i only need two of these units. and then cancel one, sometimes i will do this in the same time im clicking and then i end up in a "battle" with the lag, 2 units click once more now becomes 4,  Visual still only on 3, i remove 1, and it's still 3 i then remove 1 unit, and if i then misclick. again.

Anyways, I find the subject very interesting. And would like to see it in mg too. :).
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Coldfusionstorm

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Re: Frame-lock-networking amongst others.
« Reply #1 on: 17 October 2012, 09:48:42 »
Actually what i was refering to was one of the reply's in the article by Markus von Broady.

He explains how you can predict/compensate for lag, and make the game feel more responsive.
« Last Edit: 28 October 2012, 12:10:29 by Coldfusionstorm »
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will

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Re: Frame-lock-networking amongst others.
« Reply #2 on: 17 October 2012, 09:58:19 »
I'm sure there was a *better* write-up of how Valve does prediction/correction, but this is the doc I found by Googling https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization

The whole of their SDK docs is worth reading.

Coldfusionstorm

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Re: Frame-lock-networking amongst others.
« Reply #3 on: 17 October 2012, 10:16:48 »
Very interesting read, Wish i could code so i could apply this to something XD

I was just thinking for finding a accurate latency you could keep a history of the latency of the client so you could determine the average latency so even if your connection is lagging it would still be properly synced.

I was also thinking what about a setting to limit upload/download speed of Megaglest.

This would help in knowing when to pause or when to interpolate/extrapolate states of units/movements. ect.
« Last Edit: 17 October 2012, 10:29:15 by Coldfusionstorm »
WiP Game developer.
I do danish translations.
"i break stuff"