Latency Compensating Methods in Client/Server In-Game Protocol Design (2001)
developer.valvesoftware.com
Latency Compensating Methods in Client/Server In-Game Protocol Design (2001)
1–10 of 15 posts
Re: Latency Compensating Methods in Client/Server In-Game Protocol Design (2001)
#2It's the base for most modern FPS networking models.
Re: Latency Compensating Methods in Client/Server In-Game Protocol Design (2001)
#3Ah, so that's what that sound was! I always wondered why Q3 had that weird sound when I hit someone, and never knew what it was supposed to sound like. It ends up being one of those things you get used to, and the game wouldn't be the same without it.
Re: Latency Compensating Methods in Client/Server In-Game Protocol Design (2001)
#4Over time it has become a relatively popular alternative to Valve's (excellent) documents, mostly because the concepts are explained and demoed one by one, making accessible to a non-expert audience. The live demo has embedded JS code: https://gabrielgambetta.com/client-side-prediction-live-demo..., and it's usually useful to have a standalone implementation.
Re: Latency Compensating Methods in Client/Server In-Game Protocol Design (2001)
#5As important and related paper: https://www.gamedevs.org/uploads/tribes-networking-model.pdf It's the base for most modern FPS networking models.
Re: Latency Compensating Methods in Client/Server In-Game Protocol Design (2001)
#6Re: Latency Compensating Methods in Client/Server In-Game Protocol Design (2001)
#7Re: Latency Compensating Methods in Client/Server In-Game Protocol Design (2001)
#8I highly recommend their wiki as a resource for those interesting in game engines and game networking!