the bottom line is, if you are lagged, no matter how well written its is, any real-time game is gonna suck hard.
for fmorg what im trying to do is make the actual network messages as succinct as possible to hopefully minimize the lag, and to run ALL movement on timers, do nothing based on framerate.
several ideas have occured to me as to how i can help keep the game expeirence thae same for all, no matter how different their lag is.
not all of these may be good ideas:
-sort the message queue BY the lag, so the more lagged people sort of get preference in processing, since they have less preference in receiving time
-when client send a state change req, and server sends back the OK, account for the lag when setting the timeForWay in the animator to move them(on the client)...the idea being that they both hopefully arrive at the same time
of course, the more fast-paced i make the game, the more noticable the lag becomes, no matter what i do, since i can't seem to come up with any way to account for the fact that network messages just take time...
also the obvious way (to me anyway) to track lag is to timestamp all messages from the source and then check what time they arrived and subtract. is there a better way?
i think on a fast enough LAN i could prolly get away without really handling lag at all, but i would like it to work over the internet too, who knows, i guess i will just see what i can do with it
![Smile :-)](./images/smilies/icon_smile.gif)
-Ted