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#ActualAngus Hollands

Posted 01 June 2012 - 09:35 AM

Question n-1:

At the moment, I have the basics working. But, It doesn't account for delay from server to client, so when i receive a gamestate (delta or snapshot) It applies it as the current gamestate.
I'm now trying to remember our discussion earlier..
Leaving input prediction until later, is this correct:
  • Store all received gamestates from the server. This is part of the networking just to set the last received gamestate
  • Calling this every frame; Extrapolate using two or three game states to determine what the server's gamestate should look like at the current tick. And store this as simulated every tick.
  • When you receive a gamestate, get the delta between the simulated gamestate for that tick and the server's gamestate, and then apply the delta.
If this is correct, should input prediction also modify the extrpolated state? I presume so..

#1Angus Hollands

Posted 01 June 2012 - 07:45 AM

Question n-1:

At the moment, I have the basics working. But, It doesn't account for delay from server to client, so when i receive a gamestate (delta or snapshot) It applies it as the current gamestate.
I'm now trying to remember our discussion earlier..
Leaving input prediction until later, is this correct:
  • Store all received gamestates from the server. This is part of the networking just to set the last received gamestate
  • Calling this every frame; Extrapolate using two or three game states to determine what the server's gamestate should look like at the current tick. And store this as simulated every tick.
  • When you receive a gamestate, get the delta between the simulated gamestate for that tick and the server's gamestate, and then apply the delta.

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