On Sunday 07 January 2007 12:37, Mathias Fröhlich wrote: > I don't believe that this could be done reliably without crude hacks in the > physics of such a tow. > > The problem is the *changing* lag between two multiplayers. > The lag is optimized to be as small as possible, but sometimes it happens > that the connections gets slower or just stops feeding packets for some > time. During that the lag increases dynamically to avoid excessive > extrapolations. If you get packets just in time, the lag decreases. > > If your computers are in a LAN the problem is way smaller. > > The alternative to a dynamically changing lag would be to use a fixed lag > of course. But how would you choose that fixed lag? > - By the first packet you get? You got that despite of a bad connection > relatively fast and for the whole multiplayer session you have that > multiplayer jumping around because of the excessive and most probably wrong > time extrapolations into the future. That jumps would also fool the physics > BTW ... > - By some fixed several seconds to satisfy even worst connections? > Then forget interactivity if you are in a LAN and probably have dynamically > adjusted lag to a few msecs.
Yes, this is difficult to get right. ID Software uses 'prediction' code in the Quake series, so clients 'predict' a lot of things from 'last known locations'. If you get severe lag during an online game, and then packets caught up again, all of a sudden the client would backtrack (if the prediction was wrong) and reset the new location. 9 times out of 10 you ended up dead in this situation as you wasn't where you thought you were. Nick ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Flightgear-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/flightgear-devel

