Hi,

I've programmed a moving mean of calculated lags. Have to check it out now.

Best regards,
Maik
Mathias Fröhlich schrieb am 07.01.2007 13:37:
> Hi,
>
> On Saturday 06 January 2007 22:17, Maik Justus wrote:
>   
>> Is the time lag of each player known? Or do I need to calculate it by my
>> self?
>>     
> 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.
>
>    Greetings
>
>         Mathias
>   


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