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#ActualAngus Hollands

Posted 19 May 2013 - 12:28 PM

So, for the sake of ease it is best to treat the latest incoming data as the current data.

How would one run a jitter buffer for this without doing something involving clock sync?

The predictions I send to the server will be the results of the inputs, therefore I'd only need to timestamp them to help prevent speed-hacking (I'd only need to know how long the inputs were processed for.)

 

In light of the fact that I'd need to re-simulate physics, I've decided to temporarily switch to another Python-based engine which gives me this ability, so that I can get the foundations working. Does this look like a permissible gameloop?

 

  1. Receive network data.
  2. Apply any corrections to physics data - there would have to be "real" positions and "render" positions, although this would make things more complex so I may just use interpolated positions for non-authority gameobjects.
  3. Tick physics (perhaps a number of times if there are a number of saved moves).
  4. Run simulation from inputs.
  5. Tick Physics 
  6. Send results to server (with timestamp) -> delta = last_timestamp - current timestamp

#1Angus Hollands

Posted 19 May 2013 - 11:44 AM

So, for the sake of ease it is best to treat the latest incoming data as the current data.

 

How would one run a jitter buffer for this without doing something involving clock sync?


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