★ doc flabby Posted October 29, 2009 Report Posted October 29, 2009 I've created a program in VB to simulate LAG and packetloss, as well a couple of techniques to try and mitigate them both. So far I've added extrapolation, as you can see its not a complete solution. If a sudden change of direction occurs it struggles. In subspace the client knows exactly where all collisions will occur, so no sudden unpredictable change in direction are possible. I need to work out how to interpolate corrections in a good way (like subspace does) but hopefully this is a start. Controls WASD and E = unpredictable change of direction http://subspace2.net/sslagsimulation.zip Rediscover online gaming. Get Subspace.Owner of the PlaySubSpace Network (level 0 BanG) and PSSF server
L.C. Posted October 29, 2009 Report Posted October 29, 2009 This is a very cool program! Now I can show people what it feels like to play on satellite (1500ms to 3000ms latency). BlueT Network AdministratorSSCV Network AdministratorJackpot SVS System Operatorhttp://www.hlrse.net/Qwerty/randomsubsbar.jpghttp://www.hlrse.net/Qwerty/BlueToastWebhosting.gif
★ doc flabby Posted October 29, 2009 Author Report Posted October 29, 2009 Ooh i just found something much better http://www.mindcontrol.org/~hplus/epic/ Rediscover online gaming. Get Subspace.Owner of the PlaySubSpace Network (level 0 BanG) and PSSF server
Aileron Posted October 31, 2009 Report Posted October 31, 2009 (edited) I don't get it. How do those lag simulators simulate the retarded whining used by players after I pwn them? All I see is mature math and graphs and stuff. Edited October 31, 2009 by Aileron " 'Good' is merely a point of view. " -Palpatine, Supreme Emperor of the Galactic Empire and Dark Lord of the Sith
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