You might want to consider using client-side prediction and lag compensation. Here's John Carmack describing how he used the aforementioned techniques to make Quake playable over the internet: http://fabiensanglard.net/quakeSource/johnc-log.aug.htm Here's how Valve do it: https://developer.valvesoftware.com/wiki/Latency_Compensatin... And here's another good article on the topic: http://gafferongames.com/networking-f…
All good links, thanks! We are in fact using client-side prediction and lag compensation. It's extremely difficult to make a perfectly-playable action game with 500ms ping — you'd be kicked off a Quake server with that kind of lag :) Powderkeg uses lockstep network synchronization and every client sees the same simulation (though the player you control has prediction). The network framerate is 10 FPS and the server w…
Also perhaps the servers are a bit overloaded? Cause I'm playing from Palo Alto on a decent connection and the lag is making it pretty unplayable.