Lag compensation with networked 2D games

Posted by Milo on Game Development See other posts from Game Development or by Milo
Published on 2010-12-18T16:14:01Z Indexed on 2013/06/27 10:30 UTC
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I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should only be about every 100ms. I can see how this works for a player since they can just concurrently simulate physics and do lag compensation through interpolation.

What I do not understand is how this works for updates from other players. If clients only get notified of player positions every 100ms, I do not see how that works because a lot can happen in 100ms. The player could have changed direction twice or so in that time. I was wondering if anyone would have some insight on this issue.

Basically how does this work for shooting and stuff like that?

Thanks

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