I can't find any details on the actual protocol, and what features it supports.
In real-time multiplayer games, we often need to worry about dynamic latency adjustment, prediction and rollback. Are any of these built-in?
In real-time multiplayer games, we often need to worry about dynamic latency adjustment, prediction and rollback. Are any of these built-in?
I am a bit worried by "Dropped or lost input packets are also not handled in this example.", as I would have hoped handling dropped + lost packets would be a framework issue, not a "me" issue.