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Net Physics Prediction Jitters

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I'm having a little trouble with jittery rotation physics and wondering what sort of prediction/smoothing methods I could use? I'm currently doing rotation based off elapsed time so that it *should* be the same on all systems. My guess is that due to slight lag, a client will rotate the object further than it should go, but snap it back into the correct position once it gets an update packet. This creates a jumpy object that flickers around on its rotation. Should I be adding latency to the physics calculation? Or could it be something else? Logically I feel like it shouldn't be this jittery because it has roughly the same lag delay to get the first packet that begins the rotation as it does to get the packet that ends the rotation, so the object should basically rotate properly without adjustment. This is my current rotation method: if( RotateRight ) mFacing += (float)( ( rotateSpeed * ElapsedTime ) * Math.PI / 180); if( RotateLeft ) mFacing -= (float)( ( rotateSpeed * ElapsedTime ) * Math.PI / 180); ElapsedTime is the time passed since last physics call. Thanks, Cyric

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