Simulating ping times
by J. Alan Atherton · in Torque Game Engine · 11/10/2004 (9:25 am) · 3 replies
Thinking ahead for testing my game, I thought it might be useful to do some initial testing of the multiplayer mechanics by using AIPlayers with a simulated lower ping time. I have never really looked at this area of the engine code, so I don't know what would be required to do this. In my searching, I couldn't find anything about it.
What part of the code would I need to look at to simulate network lag? Ideally I would like to specify what ping time each AIPlayer has on a player-by-player basis... so one player could have a 50ms ping time, while another could have a 750ms ping time.
What part of the code would I need to look at to simulate network lag? Ideally I would like to specify what ping time each AIPlayer has on a player-by-player basis... so one player could have a 50ms ping time, while another could have a 750ms ping time.
#2
11/10/2004 (10:07 pm)
Ah, thank you, that should accomplish what I had in mind. This is just designed for early testing... the only way I'll really know what problems I have is to have some beta testers... but I'm still a ways away from that.
#3
11/10/2004 (10:20 pm)
Never underestimate the power of a little LAN game to find problems. :) Even if you're the only one running all the systems...
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