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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualC0lumbo

Posted 10 December 2012 - 05:55 AM

One approach might be to have the client-server split existing in your single player game as you describe, but disable the whole client prediction side of things.

Essentially, your client never bothers predicting anything (or if it's more convenient, predicts that you don't move at all), and your server effectively sends correction messages each and every frame regardless of what the client says has happened.

Edit: Beaten to it - I just said more or less the same as Ashaman73.

#2C0lumbo

Posted 10 December 2012 - 05:55 AM

One approach might be to have the client-server split existing in your single player game as you describe, but disable the whole client prediction side of things.

Essentially, your client never bothers predicting anything (or if it's more convenient, predicts that you don't move at all), and your server effectively sends correction messages each and every frame regardless of what the client says has happened.

Edit: Beaten to it - I just said more or less the same as Ashaman73.

#1C0lumbo

Posted 10 December 2012 - 05:53 AM

One approach might be to have the client-server split existing in your single player game as you describe, but disable the whole client prediction side of things.

Essentially, your client never bothers predicting anything (or if it's more convenient, predicts that you don't move at all), and your server effectively sends correction messages each and every frame regardless of what the client says has happened.

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