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Latest prediction Activity

How to have flexible weapon firerate in multiplayer fps game when using client side prediction

Assuming “rpm” is “rounds per minute,” then you need to take this into account in your simulation loop and asset creation.

For the sound of automatic fire, you should not re-trigger a shot effect for each r…

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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…

10,382 views

@undefined I see. My general idea was to give just send a command to the server and have it deal with it. After reading your post I think that’s it’s probably better to just not predict anything.

4,193 views

Kylotan said:

I always recommend this video, which covers many of the concepts above:

3 other things to consider:

  • Mirror isn't that great, Make sure it's not doing dumb stuff, make sure you're using the right transport, etc.
  • You don't need to throw away out of order messages, only those that arrive t…
  • 11,432 views

    Clonkex said:
    since the player could be a long way ahead of the server

    Yeah, there needs to be some amount of distance that you just don't interpolate, but instead “snap” to.

    Clonkex said:
    I will of course report my findings

    Please do! We look forward to it.

    14,348 views
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