Do good multiplayer/mmo client<>server games use latency within movement calculations?

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灰色年华
灰色年华 2021-02-03 16:27

There\'s a couple of questions here.

Imagine I have client A who\'s going to send the following message to Server: \"START MOVEMENT FORWARD\".

The server will no

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  •  闹比i
    闹比i (楼主)
    2021-02-03 17:00

    Some good multiplayer games uses a mechanism to allow players move smoothly even under heavy round trip times by allowing client to decide and send the position of the player to the server. There are fraud checking mechanisms but client is free for that. So if the round trip time goes wacko you see people jumping from place to place while you are moving smoothly. Even some MMO games take it to the next stage by allowing client to handle single player content without consent of the server. Only stats, battle reports and some other info is sent to the server along with few fraud checking data.

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