Processing of network latency in online shooting games

Source: Internet
Author: User

Processing of network latency in online shooting games

(Jinqing's column)

Network latency in online games is unavoidable.
For example, if a mobile client sends a command to receive confirmation from the server, there will be a latency of Ms,
If the client is moved after ms, the operability will be very poor.
Generally, it does not wait for the server to confirm. Move it first.

There is also a latency for attacks.
Generally, in online PK games, the attack speed is very slow, and an attack is triggered about one second,
The attack damage result is delayed by Ms.
Because the attack action is played more than 100 ms.

However, in online shooting games, network latency is hard to handle.
After shooting, it takes ms to know whether the target is hit.
Most of the processing is determined by the client, so plug-ins may occur.

Because of the existence of network latency, online games are not suitable for shooting, fighting these instant games.
What is most suitable for long-distance attacks such as Star Wars, it takes some time for a missile to hit,
It is in line with the characteristics of network latency.

In order to handle network latency, the shooting results should not be immediately displayed.
After a target is shot, the target should not be immediately killed, but be shown as a possible action,
Wait for the server to confirm before turning back to the ground.
This is in line with the actual situation. Even if you are hit by the key part, there may still be some action before you fall to the ground.
If the server is determined not to die, the target may be only injured, but it may not be beaten,
At this time, the target can restore its normal action.

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