Description:
This sample shows how to use prediction and smoothing
algorithms to compensate for network lag, making remotely controlled objects
appear to move smoothly even when there is a significant delay in packets being
delivered over the network.
Sample Overview
The Network Architecture: Client/Server and Network Architecture: Peer-to-Peer samples
demonstrate two different network topologies, using an example of a tank that
the player can drive around the screen. In both samples, tank data are sent
over the network every frame, 60 times per second. That's a lot of data! When
playing over a local network, these packets are delivered quickly enough to
achieve smooth and continuous movement, but things don't work so well over the
Internet. Most Internet connections don't have sufficient bandwidth to send
data so often, and are slow enough that players will see delays and jerkiness
in the movement of the tank.
This sample shows how to make the tank example from
the Network Architecture: Peer-to-Peer sample work over
the Internet. It uses the NetworkSession.SimulatedLatency and NetworkSession.SimulatedPacketLoss properties
to artifically emulate a typical Internet connection, so you can see the
effects of lag even when testing over a fast local network. It then applies
prediction and smoothing algorithms to compensate for this lag, making the
tanks move smoothly even though the underlying network data is far from smooth.
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