I'm trying to make a target lerp between two objects based on a timer. At the moment, I have the following code: float distCovered = (Time.time - waitTime) * speed; float fracJourney = ...
I have many entities on the client side that are simulated (their velocities are added to their positions on a per frame basis) and I let them dead reckon themselves. They send updates about where ...
Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the ...