Timeline for How to compensate for moving objects with client side prediction?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
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| Dec 12, 2016 at 20:08 | comment | added | Patrick Hughes | Just something I note for my own experimenting: 1/60s. is unusually fast and I'll wager that most online games with more than 1x1 participation work at 1/10s. updates or thereabouts. | |
| S Jun 15, 2016 at 16:15 | history | suggested | Don | CC BY-SA 3.0 | spelling correction |
| Jun 15, 2016 at 14:52 | comment | added | OpherV | @Tealr indeed, which is why I used the term "step" to begin with - I just wanted to make it clearer that the use of "step" is not limited to turn-based games, and in my game a step takes exactly 1/60 of a second regardless of rendering. | |
| Jun 15, 2016 at 13:50 | review | Suggested edits | |||
| S Jun 15, 2016 at 16:15 | |||||
| Jun 15, 2016 at 13:46 | comment | added | Tealr | Frames are different than steps. Steps move in a constant, predictable order. Frames move a variable amount of time, so any progression has to be multiplied by the delta time for that frame. | |
| Jun 15, 2016 at 12:08 | comment | added | OpherV | Just to clarify - by "step" I mean "frame", which runs 60 times a second. I call it step (and not frame) to differentiate actual game progression from the rendering, and ideally they are both synched at 60 per second. I already implemented your version of server-side reconciliation which works brilliantly. This question only refers to the player ship - which is constantly moving regardless of player command (due to inertion). That is where my difficulty lies. Any thoughts on that? :) | |
| Jun 15, 2016 at 11:38 | history | answered | ggambetta | CC BY-SA 3.0 |