Excuse the mood lighting, we're experimenting with eye-strain on the remote drivers.
Excuse the mood lighting, we're experimenting with eye-strain on the remote drivers.
I'm currently (this afternoon) working on driving the latency of the communication in this system down even further by stripping it down to bare socket programming. We'd love to meet anyone who's done RTS games, first-person shooters, or anything else that involves keeping moderate amounts of state synchronized over medium-latency networks. :)
If you haven't looked at it already, Glen Fiedler has a great series on game networking on his Gaffer on Games blogs that covers a lot of those topics in ways that were really helpful for my implementations. https://gafferongames.com/tags/networking/
It looks like his site is down, but it's also available on the internet archive: https://web.archive.org/web/20190405204744/https://gafferong.... It's all fairly high-level stuff, and I'm sure it mostly just retreads ground that you're familiar with, but I thought the explanations were all super-clear and helped crystallize a lot of thoughts that I already had but hadn't focused that well.