86 Networking and Online Games: Understanding and Engineering
86 Networking and Online Games: Understanding and Engineering Multiplayer Internet Games (a) (b) (c) Figure 6.3 Illustration of the effects of latency on passing (Madden NFL 2003). (a) User is pressing throw, but throw is not processed yet because of latency. (b) Throw starts processing here because of the latency. (c) Defender intercepts throw! User curses As another example, in Figure 6.3, the user is trying to get the quarterback to throw ( pass ) the ball to a receiver. The receiver might only be away from a defender ( open ) for a short window of time before crossing the boundary and being too close to the defender. At the start of play, as the receiver begins his route, the user presses the pass button in order to deliver the pass to reach the receiver at the boundary between defenders. The receiver should catch the ball at the boundary since he is open. However, because of the latency, the processing of the quarterback throwing the ball actually begins too late. By the time the ball reaches the receiver, the receiver has fully crossed the boundary and the defender catches the ball instead (an interception ). These examples, and many more like them in real-time game genres of all kinds, occur quite frequently in online games unless latency compensation techniques are deployed. 6.2 Prediction Instead of waiting for the server to respond to each client action before rendering it, the client can predict the server response, allowing the game client to respond to user
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