martyj Posted March 29, 2016 Share Posted March 29, 2016 So we're working on multi-player in our game. The backend server is written in Golang, the frontend in C. We use TCP and UDP sockets. TCP for sending player connections, player messages, and UDP for player position and rotation. We still have to add a lot of "anti-lag" along with sending player animations. I've tried guessing the animation based upon the player movement, but with 0 to no latency, it doesn't allow enough time between game ticks. 3 Quote Link to comment Share on other sites More sharing options...
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