All in all I have to say that I'm incredibly pleased with the flexibility and performance that this networking scheme offers, but I've run into a bit of a problem. Since one of the features of the way the tribes model works is that the not all objects are updated every time, but rather a prioritization scheme picks which object updates should be written to each packet. What this means in practice is that position/rotation/velocity updates for your networked objects will not be received at a constant pace.
This creates a bit of a problem with displaying objects that move nice and smooth on screen, now even though I am no expert at this subject, the three main ideas behind rendering remote objects on screen are these:
- Interpolation/"Valve"-style, where you hold back on rendering for update_rate * 2, basically introducing some artificial lag but always (except in case of a lot of packet drop) rendering nice smooth movement on screen.
- Interpolation and then Extrapolate, basically interpolate from current to next known position as it comes in, and then extrapolate based on velocity from last known position until a new packet comes in, there are a few ways to go about this (linear, cubic splines, etc.).
Any help on reasoning about this would be most appreciated
Edited by fjholmstrom, 26 December 2012 - 02:11 PM.