player input, server-side event, etc), it sends out an update to each client. Whenever an entity deviates from this algorithm (i.e. What’s the difference between Internet Explorer for Windows and Mac.How can I install Internet Explorer on my Mac.What’s the latest version of Internet Explorer for Mac.Can you download other browsers on Mac.What is the latest version of Internet Explorer for Mac.How do I change my browser from Safari to Internet Explorer. The linked article explains it better than I can, but the basic idea is that your clients kind of "simulate" where each entity should be and what it should be doing by an algorithm. I think this part of the question could be restated as "how do I deal with network latency in my application?" One commonly-used and effective technique is Dead Reckoning. I would like to test how the user-experience works out for someone who has not such a good connection to the server. It's a commercial product, but the trial lets you do 30-second bursts of "interference" that should be good enough for you to judge whether this tool does what you want.Īnother cross-platform option is DummyNet, which behaves in a similar manner (via ipfw) but is a bit less easy-to-use. It's basically a driver that injects itself between your application and the network layer (similar to Wireshark/WinPCAP) for the selected NIC and can simulate limited bandwidth, latency, packet loss, and other things. If you're on Windows, you can try SoftPerfect Connection Emulator. How can I simulate a bad internet connection with high latency, low bandwidth, jitter and occasional packet loss when in a local environment?
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