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I am a .NET software developer and an indie game developer.
Interested in almost all aspects of game development: Programming, Tools, Design, AI, Sound, Scripting.
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23 February 2014 - 01:05 AM
19 October 2013 - 11:45 AM
We're developing an infrastructure to support multiplayer games for our game engine.
In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval.
On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question).
I was wondering how smoothing should be performed ?
Currently the algorithm is similar to this:
Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc).
Calculate a diff between local object position and the position we have after previous prediction steps.
If diff doesn't exceed some threshold value, start a smoothing step:
I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used?
(For example - should i only smooth out the position? or other values, such as speed, etc)
any help will be appreciated.
29 September 2008 - 02:34 AM
22 August 2008 - 11:19 PM
22 August 2008 - 09:54 AM
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