The tag has no wiki summary.

learn more… | top users | synonyms

9
votes
2answers
874 views

How to handle realtime random movement with client side prediction

I'm building a realtime multiplayer game that runs the same 'physics' loop on client and server. I'm using a steering behavior 'wander' that is essential random movement. The client and server ...
1
vote
1answer
58 views

Calculating aim point to pass through other point

We know for an object: Initial point O(x,y) Initial speed (s_x,s_y) Constant vector module aceleration (A) A point P(i,j) where we have to pass through in the future. We need: A point W(x, y) so ...
1
vote
1answer
84 views

How to implement a hint-system for nearby matches (in a Match-3 puzzle game)?

Taking Candy Crush as an example: In a Match-3 game, how would you figure out which nearby tiles are 1 move away from creating a match? Do you basically have to do it by trial-and-error on every ...
2
votes
2answers
98 views

Using peer to peer for prediction in a client-server network model

By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
6
votes
1answer
159 views

How can I predict player-to-projectile collisions in Box2D?

I'm making a real time shooting game with Box2D as the physics engine. The gameplay is mostly about trajectory, like Angry Birds. I want to make a slow motion effect and move camera to the player when ...
1
vote
1answer
76 views

Packet Loss Affecting Client-Side Prediction

I have been reading about client-side prediction lately and I have been thinking of ways to implement it into my multiplayer game. I think I have a pretty good understanding of client-side prediction ...
2
votes
2answers
391 views

Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)

I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further. So, my game loop allows for the ...
10
votes
2answers
377 views

Extrapolation breaks collision detection

Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer ...
0
votes
1answer
302 views

Aim at moving target (or predicting target's position at time it takes for projectile to hit it) [duplicate]

I have a game where I know the location and velocity of my target. I know my own location and the speed of my projectile. I want to determine either the location of the intersection between my ...
9
votes
1answer
581 views

How do I sync client and server when sending player speed changes?

I'm implementing client-side prediction. Most explanations assume the client sends messages like "Move my player up by 1 position". What if I send messages like "Set my player's velocity to x"? On ...
3
votes
2answers
340 views

Is client-side prediction supposed to cause lag?

I found this general question, but I'd like clarification on a specific point. Consider this simple scenario: Client A sends input to move at T0. Server receives input at T1. All clients receive ...
4
votes
1answer
542 views

How do I avoid losing prediction responsiveness due to client interpolation?

In my online game, I am using client prediction and client interpolation to give the illusion of responsiveness over a networked connection. The client prediction applies inputs that haven't yet been ...
17
votes
3answers
4k views

How does client-side prediction work?

I've read Valve + Gafferon and hundreds of pages from Google, but for whatever reason I can't get my head around client prediction. To my understanding, the basic problem is: Client A sends input ...