Krystian Jarmicki
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Krystian Jarmicki

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Developing Lag Compensated Multiplayer Game, pt. 4: The Lag Compensation

How to lag compensate java/libgdx game

After we’ve dealt with setting up the server and the client, there’s one last thing to do in order to make the game smooth: how to compensate lags between them.

Developing Lag Compensated Multiplayer Game, pt. 3: The Client

Lag Compensated Games part 3

Now that we have the server ready, we can start working on the client side. Soon we will finally be able to actually play our game over the network!

Developing Lag Compensated Multiplayer Game, pt. 2: The Server

Lag compensated games

In the previous part of the series, we’ve implemented an offline game and got ourselves ready to tackle the multiplayer. This time we’ll get our hands dirty fleshing out the server part.

Developing Lag Compensated Multiplayer Game, pt. 1: Offline

Developing smooth multiplayer action games was always somewhat baffling to me. How should I split client-server responsibilities and make up for network latencies so that game action seems instant? I wanted to find answers to those questions and if they spark your curiosity too, read on!