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Sep 23, 2011 at 13:03 comment added o0'. Finding the best path is no problem if done on the client, as long as once he has found it sends the solution to the server, which — as with all movement — checks if it is correct.
Sep 23, 2011 at 13:03 comment added o0'. @Bart: partly true, but of course there should be a cap on how much lag you artificially introduce, or slower connections could constantly force quicker connections to lag too much, which is definitely now what you want.
Sep 3, 2010 at 9:41 comment added Bart van Heukelom Oh, and you can easily solve #2 by introducing artifical lag that's equal to the average of the other players' lag. Well, if you can call "making it bad for everybody" a solution, that is.
Jul 28, 2010 at 20:09 comment added Bart van Heukelom Actually there are three (or maybe more) conflicting aims. The third is performance, keeping and updating the state of a realtime game fully on the server uses a lot of resources.
Jul 16, 2010 at 9:13 vote accept Jonas
Jul 16, 2010 at 7:46 history answered slicedlime CC BY-SA 2.5