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rprasad | 13 years ago
Generally, in each tick player (or AI) input is received and then transmitted to the server or all other players. In the next tick, that input is then processed by each player's individual simulation of the game world.
A tick-based system does a decent job of handling latency by distracting the player the delay between input and processing through audio confirmation of the order or through a response/transition animation. It would not work for games requiring low-latency, i.e., FPS shooters.
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