FITC San Francisco 2010

2010-08-17 00:00:00 2010-08-20 00:00:00 America/Toronto FITC San Francisco 2010 FITC San Francisco is the ONLY event in the world to bring together Colin Moock, Yugo Nakamura, Jared Ficklin, Erik Natzke, Kyle Cooper, Jeremy Clark from WIRED Mag, Kevin Lynch, Ben Fry and over 60 other presenters all under one roof. With the most unique… San Francisco FITC San Francisco



One of the greatest hurdles in multiplayer game programming is having to deal with the effects of network latency. The way you handle latency as a developer can be the difference between a fun and responsive experience or a “laggy” and frustrating experience. There are many tricks that can be used based on the situation to minimize the effects of latency. Most of these tricks involve predicting where something will move or future events, usually based on incomplete information. In this session Jobe Makar, author of ActionScript for Multiplayer Games and Virtual Worlds, will present several examples of latency problems and their solutions. Source code will be made available for download.


The following types of issues will be presented:
– Synchronizing the client clock with the server
– “Hearing” about environmental events too late
– Jumpy/laggy movement when viewing other players’ characters/vehicles
– Seeing a bullet shoot too late
The following solutions will be presented:
– Various smoothing algorithms
– Timing future events

The smoothing algorithms cover most situations based on how they are configured. Most time will be spent on those.