Abstract
Video games with a competitive multiplayer modes must deal with the troubles of high and varying end-to-end lag. They can employ varying methods to manage, mitigate or conceal this lag and equalize it between different clients. But the closed source nature of video games makes examining the effectiveness of these mechanisms hard.
Your job is to implement a simple video game prototype from scratch that uses an authoritative client-server multiplayer approach and implements such lag mitigation mechanisms. With this prototype we want to get a better understanding of the effectiveness of these lag concealment measures.
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