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IGC 2008 - Synopsis for Game Design Techniques to Hide Lag from the UserSpeakers/Panalists
Harlan Beverly ScheduleFriday November 21, 2008 at 02:00 PM Synopsis
Don’t Make Online Games that Suck! Learn the design tricks prove to ‘hide’ Lag & Latency, and then learn the programming techniques to implement them. This session is a two part discussion focusing on online game design and programming. Part 1 (first 30-minutes) will focus on game design techniques to make the realities of Lag & Latency as unobtrusive as possible to the online gaming experience. Examples will be shown such as World-of-Warcraft, Ultima Online, Counter-Strike: Source, and others, for what is effective and what is ineffective game design for the hiding of Lag & Latency. Part 2 (second 30-minutes) of the session will discuss programming techniques to estimate and compensate for Lag & Latency in online games. Best practices for coding with examples will be shown from games like Tribes 2, Quake 3, and Counter-Strike: Source. | |