补偿延迟(不仅仅是网络延迟)
首先,这不仅是一个关于网络延迟的问题,还涉及无线控制器的延迟和电视/显示器的延迟。对于一款快节奏的动作游戏,你如何弥补这些东西呢?有没有人想出一种可重复使用的方法来做到这一点?如果有的话,我还没见过。我希望看到一个包含此功能的游戏框架。
如果之前没有可用的示例,如何将其实现到 Update(float deltaTime) 循环中?是否有可能伪装或隐藏滞后?
First, this is a question not only about network lag, but delay from wireless controllers and delay to TVs/Monitors. For a fast-paced action game, how do you compensate for these things? Has anyone come up with a reusable way to do this? If so, I haven't seen one. I'd like to see a game framework that includes this out of the box.
If there is no previous examples available, how would one implement this into an Update(float deltaTime) loop? Would it be possible to disguise or hide lag?
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(1)
航位推算:网络游戏的延迟隐藏
Valve 开发者社区:Source Multiplayer Networking
啊!,之前有人问过:处理网络游戏中的延迟
投票结束。
Dead Reckoning: Latency Hiding for Networked Games
Valve Developer Communnity: Source Multiplayer Networking
Ah!, it has been asked previously: Dealing with Latency in Networked Games
Voting to close.