Hi all.
We are developing a space shooter, the controls are asteroids like and our game has a server/client architecture. We time synch each client with the server and each event we send has a timestamp. We have implemented both interpolation and extrapolation on the client.
So far we got the game working quite good with up to 120-140 ms latency, after that it becomes to choppy and the ship stutter. The offset error between server and client becomes to great at a higher latency.
Now we are trying to implement a resimulation on the server to make the game completely synchronous by resimulate every event at the exact time it happened. We are unsure if this is the right path for our game, maybe there are other solutions for our game? Is a 120-140 ms latency limit decent for an asteroids clone with a client/server architecture?
Maybe we should aim for a more asynchronous solution?
Thank you.