set up a public open server so that everyone interested can join in on testing the revised multiplayer code. However, while this allows me to stress-test and debug the server, it doesn’t give me much to go on with the improving the clientside experience (as I’ll practically have a zero latency if I join the game)
I think that creating artificial latency is a better way. DarkPlaces, for example, has settings for artificial latency and packet loss. Also, putting an artificial rate limit to test how it would behave on slow connections may br useful.
Comments
But yes, I will most likely do plenty of simulation before the real network testing can begin.