Latest Interpolation Activity
You need to snapshot position and velocity, and forward that. When playing back, you need to simulate using that same position and velocity. This will let you put entities in the “right” place no matter what the rendering frame rate is.
The draw-back is that you will render entities in positions tha…
I just deployed an update with various improvement, and a little explanation on the left, is it helpful?
I just realized I still miss to mention you have to match with the opposite side of yours. I will add it.
I plan to build a landing page that will really showcase and explain the project with vide…
Thank you for the reply and giving an helpful and insightful explanation!
Generally, you will just say “changed to state X at step number Y” and call it good. For the “jump” animation, because the movement replication and the FSM replication happens with the same step numbers, It'll still sync up. (Unless you extrapolate, in which case any user action will cause “jumps” …