Timeline for Algorithm for smoothing a network object's movement
Current License: CC BY-SA 3.0
4 events
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Dec 6, 2013 at 17:36 | comment | added | Engineer | @spaceOwl These days, some client is typically going to be authorative. You may want to take a decision on who that will be (perhaps the player who started the game, or the one with the best connection speed). Alternatively, consider the Age of Empires approach : run clients in P2P lockstep with some prediction. IMO, not so good for real-time performance, but it can be made to work. | |
Dec 6, 2013 at 17:18 | comment | added | spaceOwl | In my implementation there's no "server" | |
Dec 6, 2013 at 12:40 | history | edited | Engineer | CC BY-SA 3.0 |
deleted 12 characters in body
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Dec 6, 2013 at 12:34 | history | answered | Engineer | CC BY-SA 3.0 |