Lag compensation of projectile shooting game
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by
Denis Ermolin
on Game Development
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Published on 2012-03-02T18:44:30Z
Indexed on
2012/09/13
21:50 UTC
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I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution:
- Player hits fire button.
- Client sends input "fire".
- Client waits for server response.
- Server generates bullet then sends response to client.
- Client recieves response and finally fires projectile.
Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?
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