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 > ------------------------------------------------------------------------- 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

