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Nov
16
answered what is order of implementation of matrix transforms?
Nov
16
answered Calculate Distance Using Lifetime, Speed, and Time Between Ticks
Nov
8
answered How do multi-platform games usually store save data?
Nov
7
answered How to syncronize two animations without delays
Nov
7
comment How does client-side prediction work?
That's an interesting question. Unfortunately, I don't have a definitive answer. I guess it depends on how critical the movements are for the game; do you just bump into someone else and nothing happens? In that case server probably doesn't care, it's seen as a prediction mistake (we've all seen it happen in choke points, right?). Do you kill the other player on contact? In that case getting it right is much more important and may be worth resimulating.Note that at some point you need to discard some packets as "too old", otherwise you'd be resimulating potentially from t=0 at any time.
Oct
10
answered Easing equations with moving end points
Aug
11
comment Why is my client laggy despite 60 update packets a second?
Are you sure you're getting the update packets at 60 Hz? There can be any number of reasons why you're sending them at 60 Hz but getting them late or batched or whatever. I'd start by verifying that.
Aug
5
answered What's the minimum viable product to present a game to a publisher?
Aug
3
suggested rejected edit on Real-time multiplayer game server development
Aug
3
suggested rejected edit on Client side prediction on FPS game
Aug
3
revised How does client-side prediction work?
Updated link.
Aug
3
revised Lag compensation with networked 2D games
Updated link.
Jul
31
comment Client side prediction on FPS game
The new 4th article (gabrielgambetta.com/fpm4.html) in my series explains how to make gunfire "precise". Beyond that, as usual just "predict" on the client (show blood or whatever) and obey the server.
Jul
30
comment Networking gampeplay - Sending controller inputs vs. sending game actions
BTW, the client also doesn't have to send updates continuously! Even if you render and process inputs locally at 60fps, you can (and should) buffer your updates and send them at a lower rate; this saves bandwidth and the server only updates at 10fps, so... in any case you will be sending inputs with timestamps.
Jul
30
comment Networking gampeplay - Sending controller inputs vs. sending game actions
No, the server should know. The client doesn't just send "I pressed this key", it sends "I pressed this key at this milliseconds and released it at this milliseconds".
Jul
30
comment How does client-side prediction work?
@O.R.Mapper - I finally wrote the 4th article! gabrielgambetta.com/fpm4.html
Jul
30
comment Client side prediction on FPS game
I am gabrielgambetta and I approve this message ;) Did you find anything unclear?
Jul
30
answered How to synchronize actions like jump in multiplayer?
Jul
30
answered Mobile Multiplayer games and coping with high latency
Jul
30
comment Networking gampeplay - Sending controller inputs vs. sending game actions
They usually do, in fact I got away with a 10fps server and a 60fps client with no problems. How it works is explained in detail in the 3rd article in the series, Client Interpolation: gabrielgambetta.com/fpm3.html.