A major issue I am encountering right now is that my physics engine (BEPU) and my network interpolation are conflicting with each other. The player is a physics object, and so the physics engine ...
Lets take the simple example of a ball bouncing off a wall. The physics is separated from the display. The physics is set to run at say 20 frames per second and the display is running faster than this ...
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 ...