Developer Interview - Alex - Physics Programmer

lmao that cyclone :D
lol I want that ranger cyclone mtx xDDD
you write a program on a zero latency pc network in the office... how do you compensate when the real world has latency ??
My last character ripped just today :(
Nice
cyclone was funny :D
Poor ranger :(
Nice work on phys :D
Hf :)
"
B3RTY a écrit :
you write a program on a zero latency pc network in the office... how do you compensate when the real world has latency ??


They have a function that simulates latency. In short, it would take a user-defined length of time (100ms for example) and delay networked packets for that duration. This would be used only for testing and debugging.

As far as compensation, Path of Exile uses two networking models that keep client and server synchronized despite latency.

The first networking model is Predictive, you can learn about that here:
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

The second is Lockstep, and here's a nice article on that:
http://gafferongames.com/networked-physics/deterministic-lockstep/
Pls ranger MTX for bows.
You guys are really fucking cool for being such epic nerds. I mean this in the most sincere way possible. Loved you guys from the start and love you even more as time goes on. Keep it up GGG!
GitGud, GitNerfed, Repeat.

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