2
votes
1answer
120 views

Does client side prediction sync with the server in the past?

I've spent some time now messing around and just trying to learn dead reckoning and client side prediction for the fun of it. Most of what I do doesn't need it, so i've never had a need to go down ...
2
votes
1answer
166 views

Implementing a time scale in game with fixed physics update

I'm currently putting together my game loop based on the "Fix Your Timestep" article at gafferongames.com. This is going fine, but I'm also trying to implement a 'time scale', i.e. a way to control ...
1
vote
2answers
497 views

Variable physics step, bad idea?

Currently, when I update the entities I calculate the time passed since the last update, and then pass that to their update function. They will in turn pass that duration to all their components. ...
4
votes
4answers
950 views

Physics timestep questions

I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, ...
18
votes
6answers
1k views

Data structures for interpolation and threading?

I've been dealing with some frame-rate jittering issues with my game lately, and it seems that the best solution would be the one suggested by Glenn Fiedler (Gaffer on Games) in the classic Fix Your ...