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processing side of the NBA Live Mobile Coins

This event represents our earliest opportunity to handle an input, and as a result we’re guaranteed that all of our latency is on the hardware and processing side of the NBA Live Mobile Coins equation. For the purposes of this article we can consider this event to have zero latency.Of course, there are two common situations that keep us from just limiting ourselves to button pressed events and calling it a day: player state changes and button holds. Pretty much every game has the former and many

 

 games (though not all) have the second as well. The way in which we design latency into MUT 17 Coins these two systems is quite different, and each one requires a different set of tools to handle smoothly.Dealing With HoldsTo begin, let’s take a look at Halo’s famous plasma pistol. The weapon has two methods of firing: a standard semi-automatic projectile that fires if you repeatedly pull the trigger and a charged blast that fires if you hold the trigger down.

 

This combination of inputs means that we can’t rely on the button pressed event to make a decision on what to do – we don’t yet know if the player wants to fire a single shot or start charging for the blast attack. Instead, we need to use the button released event, something that introduces a finite amount of latency into the system. No matter what, the player can’t both press and release the button in the same update cycle. At best, we’re dealing with a minimum of one update cycle’

 

s worth of added lag and in reality we’re almost certainly talking about at least 100 milliseconds before the average player can get his finger back off the MMOGO   button.What’s more, it’s often not viable to choose the smallest possible window to detect a hold state. In the case of a simple firearm it’s probably safe to hew close to the minimum, but if the accuracy of our hold time is important (in, say, a variable length jump) we need to be a little bit more generous. If we want to be.