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Member Since 29 Jun 2012
Offline Last Active Jul 31 2013 07:57 AM

Posts I've Made

In Topic: Apply Lag Compensation on non-instant events

07 March 2013 - 09:31 AM

Yes it may work for melee attacks, even with projectiles like spells or arrows if you don't wont precise collisions, but you may need them for terrain collisions.

In Topic: Apply Lag Compensation on non-instant events

07 March 2013 - 08:51 AM

Well I'm pretty sure I need hitboxes, without them I won't be able to detect collisions Oo

I'll go simple, at least at start and do what you say, do some client-side prediction to give a smooth feeling for local player, with server-reconciliation so I don't get useless rollbacks, and see if it's satisfying enough.

What I was affraid of is the time needed by the server to broadcast the new game state to other players, but let's admit it, if you got 200ms latence, any action-based game feels unplayable.

I need to start testing stuff.


Thanks a lot smile.png


P.S. : I almost forgot, server timestep seems to be the best solution to avoid strange situation when for example you kill a unit, client-prediction shows you its dying animation, but at the time you did this prediction, the unit used a potion and healed. When the server corrects you, you'll see the unit revive and act like "I aint even mad".

I think I should definetely dig on that direction.

In Topic: Apply Lag Compensation on non-instant events

07 March 2013 - 07:27 AM

Thanks for the advices.


I can easy imagine how to hide possible lag client-side with client-side prediction (at least with graphical and audio feedback of player actions).


Now, I was wondering what could be best for let's say a Zelda-like but with coop (not only LAN, so you need to think about sync through the internet).

This is definetely not a really fast-paced shooter which would require the best precision for ex. headshots on running ennemies, while 360 unscope, but it's not a pure RTS/Target-based mmo (AKA click on target => click on spell => spell affect target) either.

I want it to be based on action and therefor need a minimum of precision (WTF BROKEN HITBOX I HIT YOU I SWEAR GOD F*CK THIS LAG).


The way it's explained on the Gamasutra article you linked before seems good for a pure RTS, but is it the case for a more action-oriented gameplay ?

If I understood well, all client got the exact same simulation in the same time, but they all live at least 100ms in the past.

I'll read it again (english not my native language, I didn't get all tongue.png).

In Topic: Apply Lag Compensation on non-instant events

07 March 2013 - 05:09 AM

I have to admit, the question was more about "Do I have to implement client prediction on every network game ?".

I'll check thoses RTS networking models and get back asap ^^


The goal here is to find out if lag compensation is relevent in a coop A-RPG for exemple.

In Topic: Handling inputs the right way

27 September 2012 - 01:48 AM

Alright, that sounds like a good idea.
Now how do you update your logic with your inputs ?
Does your input manager (let's say you have one for each state) needs to know your logic (so you have to pass it references of your logic objects so he can manipulate them) or does it simply return some infos on what input have been triggered, infos that the logic is able to decode and modify itself ?
I would say the second one, since your input manager shouldn't be doing something else than managing inputs.