Actual networking
Aug
21
2013

In a previous post I looked into client side prediction, how it works, and why we do it. Yet I realized, the environment I was working in didn't have a single one of those problems. I was running on the loopback interface, with zero latency and zero packet loss, and absolutely no way of seeing if the network-compensation code even worked. So I added a random "packet-loss" by simply not sending packets based on a random value — and my game promptly crashed.

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