Though this led to lag-less movement and fire it opened more possibilities of cheating by hacking the client code. Newer games let the client handle the player's shooting and movement by themselves. This led to very laggy play: shooting, even moving in narrow corridors was a game of predicting lag. That is, you pressed the move-forward button and the client communicated that to the server, the server udpated your position on its memory and then relayed a new game-state to your client with your new position. In early fps games such as doom and Quake the player's position was updated only on the server's response to your move command. Though details might differ, the general framework is pretty old.
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