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by nosuchthing 4121 days ago
If you'd like to share I'd love to hear how you approach solving sync issues with multiplayer time sensitive games.

Starcraft/Warcraft RTS games seem to force every client in the same "room" to slow down if other clients report back bad/slow sync clocks, FPS games like CS/HL engine based will penalize single clients if they lag, and the worst I've seen was a mobile game by SNK which seems to rely on and give too much information to the client which has resulted in many users abusing such protocols.

1 comments

I may do that in coming weeks if my current experiments work out.