Multiplayer Game Synchronization

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傲寒
傲寒 2021-01-30 02:27

I\'ve a server/client architecture implemented, where all state changes are sent to the function, validated and broadcasted to all clients connected. This works rather well, but

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  •  北海茫月
    2021-01-30 03:05

    Your best option is to send the changes back to the client from the future, thereby arriving at the client at the same point in time it does for other clients that does not have lag problems.

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