Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 20 Nov 2008
Offline Last Active Nov 11 2015 02:56 AM

#5230789 Server side events and world update

Posted by gabrielefarina on 25 May 2015 - 02:43 AM

Hello everyone,


I'm proceeding with my prototype and everything seems to be working fine. Entity interpolation has still some small issues but I think it is something I can skip for now.


My server sends world state updates to the clients 15 times per frame, while the server updates at a fixed 30 frames per second. Some events might happen between the world state sync, and I was wondering if it is usual practice to send these events immediately or if they should be queued and flushed when I send the world update.



#5230787 Client side prediction

Posted by gabrielefarina on 25 May 2015 - 02:37 AM

Hello everyone, sorry for disappearing for a bit.


I've been able to solve my issues it seems, by resending previous inputs. Now I have a smooth client side prediction of the player entity even when simulating packet loss and quite high jitter.


Thanks for the help!