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What is the best way to deal with network latency in a synchronized multiplayer game? Could you advise me on an algorithm or method to use?

Thank you.

Wander Nauta
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Luke Taylor
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    Might be more appropriate on http://gamedev.stackexchange.com/ – Dan W Apr 10 '12 at 13:53
  • These posts [(1)](http://www.altdevblogaday.com/2011/07/09/synchronous-rts-engines-and-a-tale-of-desyncs/) [(2)](http://www.altdevblogaday.com/2011/07/24/synchronous-rts-engines-2-sync-harder/) might help. – jedwards Apr 10 '12 at 14:32

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There are many methods.

  • Brute-force method (sending position of every character for each 1/30 second): good for first trial but works well only for high performance network environments
  • Dead reckoning: widely used methods for action or RPG games
  • Lockstep synchronization: widely used methods for real-time simulation games
Hyunjik Bae
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