Dead Reckoning: Latency Hiding for Networked Games

Published October 19, 1999 by Jesse Aronson, posted by Myopic Rhino
Do you see issues with this article? Let us know.
Advertisement
Discusses overcoming latency by predicting the actions of other entities. Requires a Gamasutra membership to access.
http://www.gamasutra.com/%23/features/19970919/aronson_01.htm%250A%250A%250A
Cancel Save
0 Likes 0 Comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement