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How Flight Sims Deal With Lag

mnemonic writes "How are hundreds of air, ground and sea units simulated in a multiplayer flight simulation with high fidelity, all the while maintaining a smooth framerate for dialup users? Two network protocols, a hybrid server-client peer to peer architecture (the latter of which is reportedly used by Doom 3) are only some of what it takes to keep Falcon 4.0, a beast of a game, playable online."

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  1. A documented 3 Layer Net Subsys by C0deJunkie · · Score: 5, Informative

    The guys who are developing the great Armagetron are dealing with this, as you can see in their Network Subsystem Documentation.
    The main issue covered seems to be the need to "level" the different users (in terms of their "ping times"), expecially when one of them is hosting the multiplayer game.