Jump to content
  • Advertisement
Sign in to follow this  
OneEyed

Vehicle Prediction and Networking for Client/Server Model

This topic is 2577 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm currently working under the HL2 Source Engine (2007). I have implemented my own vehicle physics that uses the Havok Engine for collision detection, and is clientside predicted and cloned on the server.

I've been trying to figure out how to implement the networking correctly. There are several situations I need to handle:

  • Client collides with solid stationary server entity.
  • Client collides with non-solid stationary server entity.
  • Client collides with solid moving server entity.
  • Client collides with player.
    And there are several problems I need to overcome:

    • Players are interpolated on client by 100ms to smooth server input.
    • Player 1 has 100 ping, Player 2 has 50 ping.
    • In a frozen time frame, Player 1 is showing 0ms, Server is showing 100 ms history, and Player 2 is showing 250ms history.
      Any recommendations or help would be appreciated!

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!