Anti-Latency

Tags: client-side prediction, final year project, game, latency, multiplayer, server reconciliation, techniques

What is Anti-Latency?

Anti-Latency is a multiplayer game, created using the Monogame framework, which allows users to simulate and compare the latency techniques Client-side predicition and Server Reconcilliation.

What is a Latency Technique?

A latency technique is an algorithm designed to handle or mask the delay caused by packet latency between the server and the client (Or client to client if using a Peer-to-Peer network). Without these techniques users would experience the serious issues that latency causes.

How does it simulate them?

A set-able (Millisecond) timer has been created to allow users to measure the severance that a certain delay causes. The game also allows users to create a local server which other users can connect to and see if they can feel the effect that latency has on an actual multiplayer session.

Technologies Used

  • Visual Studio 2015
  • Monogame v3.4
  • Lidgren
  • C#
  • Doxygen

About Me

Name: Joshua Petherick

Course: BSc (Hons) Computer Science (Games) with Placement

Project title: Comparing Latency Techniques using a Multiplayer Game

LinkedIn: https://www.linkedin.com/in/joshua-petherick-08464bb2/ 

GitHub: https://github.com/JoshuaPetherick

Project GitHub: https://github.com/JoshuaPetherick/Final_Year_Project

Image License

Main character provided by GameArt2D