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Real-time Fighting Game, how to deal with LAG

Published by: wktd 2010-03-13

  • games software for FreeBSD::
    openmortal : A parody of the once popular coin-up fighting game, Mortal Kombat timeseal : Account for network lag in FICS chess games
    http://www.freebsdsoftware.org/games/
    HOME
    Hello,

    I am working on an online, multiplayer, real-time application using .Net and Remoting.

    The problem of the internet is of course LAG. Our response time is on average about a delay of two seconds, which makes a fighting game a little silly.

    I have read the Pong tutorial, but its suggestions about cheating Lag are not relavent to a RT fighting game, since there is no predictability to think ahead to.

    I am wondering how other people have solved the issue of lag.

    How can we reduce messages to the server for a fighting game?

    Right now, we have a setInterval timer for a clock. Each attack gets assigned an ID when they press it relative to the clock.

    Then the message is sent to the server which sends it to the other client.
    Plain Games - The Witcher Review::
    The Witcher is a third person real-time action RPG. While the game may be paused 600 authentic combat animations were captured by the medieval fighting
    http://www.plaingames.com/games/reviews/review.asp?id=286
    HOME
    Adaptec Computer Reviews - ADAPTEC GAMEBRIDGE AVC-1400 USB 2.0 ::
    It enables you to play games in real time without lag time and even see things more .. Low frame rate, okay for RPGs but unusable for fighting games.
    http://www.pricegrabber.ca/rating_getprodrev.php/product_id=39216229/id_type=masterid
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    That client compares the value and sends it back to the other client if it is successful.
    Novocaine::
    Basically, the game is a ragdoll physics-oriented, turn-based fighting game. You can now view a REAL TIME map of Los Santos turfs via our website.
    http://novclan.com/
    HOME
    I need PC game recommendations. - AnimeOnDVD Forums::
    Oct 15, 2008 Usually rpg's, fighting games, mmorpgs, with a very occasional fps or I used to play alot more fps, and some real time stategy games,
    http://www.mania.com/aodvb/showthread.php?p=1443995
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    Then the results are displayed on both clients.

    Thoughts???


  • Unless you're on a very, very fast LAN, I can't see it being possible to make anything that responsive.... especially not with Flash...


  • What does Java have that makes it more responsive?

    There are realtime flash/Java games like Xmen VS Streetfighter now.

    I will say that after about a minute, the sync gets better (although I dont know why).

    What about my method above?

    I am proposing a turn-based real-time hybrid, where if the message gets there in enough time it executes, otherwise it compares the last keypress within a certain time frame.

    Ideas on this?


  • Well.. For one thing. You only have to send msg's when you actually do commands... So in reality.. A fighting game shouldn't be overly difficult.. When going left or right there is a way to predict what you are going to do next...

    Keep the variables to a low end and onl;y send data that needs to be sent and you should be allright..

    Graphics play a major role in slowdown on the net as well.





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