Synchronizing actions to interpolated movement,
Members - Reputation: 172
Posted 04 February 2012 - 03:39 AM
When I interpolate the movement of an entity between two points I already know, this causes a blanked 100ms rendering lag on the client (I receive state updates at 20Hz) of remote entities. This is fine, but when a remote entity does some action (say shooting or jumping), which needs to be synchronized to movement - do I not also need to delay these events by the same amount when I receive them from the server, so everything lines up nicely?
Moderators - Reputation: 10205
Posted 06 February 2012 - 03:53 PM
In this model, typically, you'll enter everything a remote entity does into a single receive queue on the viewing client, time-stamped, and play it back in order with some fixed delay based on your RTT to the server.