Developing the game client

With proper backend support from the server, we can now focus entirely on client-side details and spoil ourselves a little with pretty visuals that always yield that sense of accomplishment a lot quicker than anything that runs in the background. Let's start by creating the client's own version of NetSettings.h:

#define NET_RENDER_DELAY 100 // ms.
#define PLAYER_UPDATE_INTERVAL 50 // ms

We have a couple of macros to work with here. First is the expected delay between what's being rendered on screen and real time. This means that technically we're going to be rendering all action about 100 milliseconds in the past. The second macro is the interval at which we're going to be sending updates to the server. 50 milliseconds ...

Get SFML Game Development By Example now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.