Real-time Fighting Game, how to deal with LAG

Hello,

I am working on an online, multiplayer, real-time application using .Net and Remoting.

The problem of the internet is of course LAG. Our response time is on average about a delay of two seconds, which makes a fighting game a little silly.

I have read the Pong tutorial, but its suggestions about cheating Lag are not relavent to a RT fighting game, since there is no predictability to think ahead to.

I am wondering how other people have solved the issue of lag.

How can we reduce messages to the server for a fighting game?

Right now, we have a setInterval timer for a clock. Each attack gets assigned an ID when they press it relative to the clock.

Then the message is sent to the server which sends it to the other client.

That client compares the value and sends it back to the other client if it is successful.

Then the results are displayed on both clients.

Thoughts???

Well… For one thing. You only have to send msg’s when you actually do commands… So in reality… A fighting game shouldn’t be overly difficult… When going left or right there is a way to predict what you are going to do next…

Keep the variables to a low end and onl;y send data that needs to be sent and you should be allright…

Graphics play a major role in slowdown on the net as well.