March 2003
- MMORPG/MMOG P2P design Steven J. Owens
- Dinner, Conference and BBQ J C Lawrence
- Dinner, Conference and BBQ J C Lawrence
- Wow, Jessica's working on Ac2? Chris
- Small Worlds, GDC talk Koster, Raph
- Small Worlds, GDC talk Peter Tyson
- Better Game Design through Data Mining, MDC talk David Kennerly
- MUD-Dev conference and dinner report J C Lawrence
- MUD-Dev conference and dinner report J C Lawrence
- MUD-Dev conference and dinner report Smith, David {Lynchburg}
- Fighting Lag Elia Morling
- Fighting Lag Nicolai Hansen
- Fighting Lag Daniel.Harman@barclayscapital.com
- Fighting Lag Ian Macintosh
Hi Elia.
> The graphic engine uses isometric view and offers non turn based
> animation. The client estimates the servers current frame upon
> login, by evaluating pings. Each frame is 100 ms, which gives a
> going communication rate of 10 fps.
I gather from this that you're trying to run a synchronised
(synchronized if you live in the US :) game via UDP?
There is some nice info re networking (Age of Empires) that should
be useful at:
http://www.gamasutra.com/features/20010322/terrano_pfv.htm
It uses an inbuilt lag where commands are queued for future
execution that may be relevant. There are also other hints about
monitoring your game net performance that are good things to do as
well.
> In a perfect world all relayed messages would stick to the
> estimated fps for excellent perceived performance. It is not the
> general "lag" that proposes the largest challenge, it is an
> inconsistent "lag" which is the problem. The problems cloud when
> messages arrive too early and too late, causing jagged/unreliable
> animation. Up to this point we have tried:
> 1. Dropping frames (causing jumps of character location)
> 2. Catching up frames (causing speedy-gonzales effects)
What about using predictive and smoothing code al la Quake design?
Might trash your current design a lot though :(
Have the server pass positions, direction and velocity, and let the
client smooth and predict based on last known info. Once that gets
badly out of date with a lost client, you'll have to freeze that
character till comms come back up. Don't get too hung up on every
screen/player being totally identical and correct. Small variations
in perceved reality are acceptable in most cases?
> I'm currently working on a solution where the client adopts its
> estimation of the servers current frame periodically based on
> current lag/round-trip. This will cause the client to "rewind"
> and "fastforward" time to make up for the current lag, as the
> quality of the players connection is far from constant during an
> entire session and we need it to be as consitent as possible.
My experience is that lag can spike quite dramatically at any time.
Sometimes you get total packet loss for anything up to a minute, and
although that's an extreme example it does happen. There are
frequent periods of multi-second packet loss though.
Just thinking of what you said earlier re speedy-gonzales, are you
using UDP or TCP? I'd suspect TCP from that effect... TCP isn't
the best way to go, I'd rather handle the problem directly with UDP,
using seperate streams for stuff you can afford to loose and ignore,
and other info that *must* get through, and in the correct sequence.
Hope those thoughts help.
Your game looks good btw.
Regards,
Ian. - Fighting Lag Daniel.Harman@barclayscapital.com
- Fighting Lag Travis Nixon
- Fighting Lag Nicolai Hansen
- Fighting Lag Vladimir Vukicevic
- Fighting Lag Jo Dillon
- Fighting Lag Mike Shaver
- Fighting Lag Bruce Mitchener
- Fighting Lag Brian Hook
- Fighting Lag Paul Schwanz
- Fighting Lag Elia Morling
- Fighting Lag Ian Macintosh
- Fighting Lag ceo
- Fighting Lag arch stanton
- Fighting Lag Tom Hubina
- Fighting Lag Steven J. Owens
- Fighting Lag Amanda Walker
- A Founding Father Forgotten Scott Miller
- A Founding Father Forgotten Travis Casey
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- MDC and talk John Robert Arras
- More on Small Worlds Koster, Raph
- More on Small Worlds Ted L. Chen
- More on Small Worlds Lee Sheldon
- More on Small Worlds Jeff Cole
- More on Small Worlds Boyle, Paul
- More on Small Worlds - Simulation of behviours in populations ceo
- BIZ: MMP subscriber numbers Daniel James
- BIZ: MMP subscriber numbers Diamonds
- BIZ: MMP subscriber numbers Chris Holko
- BIZ: MMP subscriber numbers szii@sziisoft.com
- BIZ: MMP subscriber numbers Rudy Fink
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- Massively Multiplayer Game Development (Game Developmen t Series) Daniel.Harman@barclayscapital.com
- Massively Multiplayer Game Development (Game Developmen t Series) Jeremy Noetzelman
- Massively Multiplayer Game Development (Game Develo pment Series) Koster, Raph
- Massively Multiplayer Game Development (Game Development Series) Jessica Mulligan
- Massively Multiplayer Game Development (Game Development Series) Damion Schubert
- Massively Multiplayer Game Development (Game Developmen t Series) Ted Milker
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