Re: Online game in bgt!
The lag isn't inherent to the type of game, so much as the fact that almost none of us have access to the sorts of servers that can reduce lag to a few milliseconds. You need to get a feel for the lag even when using something very simple, preferably with lots of tests from different geographic locations. Once you know how much lag ot expect in the common case, you'll have to figure out if your game can accommodate the lag.
(Hint: the better the clients are at predicting what will happen, the more lag you can hide. To the extent that you should try to avoid sending anything deterministic because the clients should be able to handle those in realtime.)
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