Timing Issues
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bengott commented
My implementation of timing in the app could use some improvement
- Sometimes countdown numbers will stutter: countdown is set on the server, so it's subject to network latency
- Each client (and the server) starts its own timer when countdown == 0, so they may not all be exactly in sync. On the client, the timer is used to update the graphics (move the cars each timestep, etc.). On the server, the timer is used to keep track of the game state and check when things happen (midpoint, endpoint, timestep at which the chicken out call happened).