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Real-time Fighting Game, how to deal with LAG
Published by: webmaster 2010-03-10

  • Hello,

    I am working on an online, multiplayer, real-time application using .Net and Remoting.

    The problem of the internet is of course LAG. Our response time is on average about a delay of two seconds, which makes a fighting game a little silly.

    I have read the Pong tutorial, but its suggestions about cheating Lag are not relavent to a RT fighting game, since there is no predictability to think ahead to.

    I am wondering how other people have solved the issue of lag.
    LGC 2006: Debating the Future of the MMO: News from 1UP.com::
    Aug 22, 2006 At the Leipzig Game Convention's Developer Conference, GamesIndustry.biz's Rob Fahey . because we still deal with lag and latency issues.
    http://www.1up.com/do/newsStory?cId=3153033
    HOME
    Cheap component to VGA converter/480i to progressive upscaler ::
    32 posts - Last post: Sep 22I bought this box mainly for 240p games. I will have to deal with does introduce a bit of input lag, so for shmups and fighting games,
    http://www.avsforum.com/avs-vb/archive/index.php/t-1039838.html
    HOME

    How can we reduce messages to the server for a fighting game?

    Right now, we have a setInterval timer for a clock. Each attack gets assigned an ID when they press it relative to the clock.

    Then the message is sent to the server which sends it to the other client.

    That client compares the value and sends it back to the other client if it is successful.

    Then the results are displayed on both clients.

    Thoughts???


  • What does Java have that makes it more responsive?
    Xbox Review: Soul Calibur IV - ComputerAndVideoGames.com::
    Jul 30, 2008 why buy a fighting game full stop, the has hardly changed for years apart from say that the online side is surprisingly lag-free.
    http://www.computerandvideogames.com/article.php?id=194272
    HOME

    There are realtime flash/Java games like Xmen VS Streetfighter now.

    I will say that after about a minute, the sync gets better (although I dont know why).

    What about my method above?

    I am proposing a turn-based real-time hybrid, where if the message gets there in enough time it executes, otherwise it compares the last keypress within a certain time frame.

    Ideas on this?


  • Well.. For one thing. You only have to send msg's when you actually do commands... So in reality.. A fighting game shouldn't be overly difficult.. When going left or right there is a way to predict what you are going to do next...

    Keep the variables to a low end and onl;y send data that needs to be sent and you should be allright..

    Graphics play a major role in slowdown on the net as well.


  • Unless you're on a very, very fast LAN, I can't see it being possible to make anything that responsive.... especially not with Flash...





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