Date: December 15th, 2004
Cate: Geekism
Tags:

Dealing with latency in a real-time application

Here is one of the clearest descriptions I’ve ever read of how to deal with synchronizing game state across a slow, unreliable network. The increase in complexity they had to go through to get from LAN play (Halo 1) to WAN play (Halo 2) is pretty amazing.

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