Real time multiplayer latency compensation

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Post » Mon Jun 16, 2014 12:08 am

I am writing a series of posts on multiplayer latency compensation. I have a draft of the article here, https://construct2example.firebaseapp.com/pages/blog/latency_part1.html. I'd appreciate any feedback so I can polish it up better, let me know if it's unclear or whether on not it simply doesn't work in your region. Can you can actually notice the different compensation strategies? or tell me if you think you have a better way of doing real time multiplayer (over webRTC, I can definitely now tell how TCP ordering actually affect gameplay).

Tom
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Post » Mon Jun 16, 2014 3:25 pm

Construct 2's built-in Multiplayer object already does this over WebRTC (which has NAT punchthrough and UDP transmission).
Scirra Founder
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