# Questions tagged [movement-prediction]

Movement prediction is the estimation of where an object will be in the future based on current and/or past information about that object's position.

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### Trying to find a solution for instant knockback in multiplayer game

I'm making a server-authoritative fast-paced multiplayer game. I'm trying to implement wack-hammers, they are a melee weapon that knocks close players, in other words, that sets their velocity to <...
78 views

### How to calculate trajectory on a planet with drag factor

I'm curious what is the valid calculation of a projectile trajectory in case when: surface is not flat but spherical like a planet drag is enabled (for example 0.1) and we are in 3D I've found ...
49 views

### How to predict where the soccer ball should be intercepted by an AI player after being kicked?

This question has been asked many times before, but most of the answers give solution to the problem where ball (target) is assumed to be moving at a constant velocity. In my scenario, I'm making a ...
23 views

### Calculate the starting position of a turning aircraft with inertial force to make it stop at desired position and heading

Continued from the answer here, I have some problem when the aircraft in my game has inertial forces after going forward and turning itself. To illustrate, from the following image (https://imgur.com/...
142 views

### most compact way to represent dice face translations rolling in cardinal directions

I'm making a 2-D dice rolling game in BASIC (think mechanics similar to Devil Dice on the Playstation, but top-down 2D graphics). I'm trying to accurately represent the transitions of a die when ...
16k 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 at ...
64 views

### Leading a target with edge casting

I am trying to write a movement prediction code. I have found the quadratic method with these topics: [1]: How to calculate shot angle and velocity to hit a moving target? [2]: http://...
48 views

### Keeping simulations in sync over long periods of time

I'm working on a multiplayer game which involves a huge amount of predictable AI enemies, and a few other players. The enemies are the most important to be accurate, because the game involves pixel ...
70 views

### How to move the object with same pace regardless their target distance?

so I tried to get those first and third ball to be able to move with same pace no matter how curvy their target path is, I tried to get the y position of the target that the ball is moving to, but I ...
126 views

### How do I determine how far to move an object in the client when using client-prediction?

I have a game server which, for testing purposes, is updating once per second, or 1hz so I can correctly implement client-side prediction. Everything is running locally at the moment so there is no ...
661 views

### How can I maneuver an AI pirate ship for a sea battle?

I'm trying to picture in my head what would be required to make an AI controlled enemy do the following in a top down pirate sailing game: Approach the player ship Bring player in line with port / ...
1k views

### Multiplayer game server sync

I am building a 2d multiplayer game with no physics and my own authoritative server. Already have all players getting synced each with other but their movement isn't so smooth yet. Here is the ...
1k views

### how to do client side prediction with server side collision detection?

I recently started working on my first multiplayer game and learning multiple game server mechanics. The game itself uses mouse movement. For the first version I used a very simple approach, where ...
125 views

### Movement-networking for a Worms-like game

I want to implement a strategy/artillery game, similar to Worms/Arcanists. As game-development (and game-networking especially) is new to me, I was wondering whether this would be a good/performant ...
128 views

### AI Agent realistic leap to a player in a MMO

In the last month I have been struggling with an issue, movement synchronization of a leap of an AI agent in a MMO. I know some theory and basic movement was not a problem with interpolation and stuff,...
930 views

### How to compensate for moving objects with client side prediction?

I'm implementing a game server that supports Star Control-like melee. So you have ships flying and shooting, with super simple velocity/acceleration/dampening physics to drive movement. I've read ...
661 views

### How Do You Handle Timed Events In Prediction/Reconciliation Client Model?

I'm currently designing and implementing a multiplayer game server for a fairly basic 2D tile game (somewhat similar to old Zelda games like LttP). The PvP aspect of this game involves fast paced ...
6k views

### How to make sure spinning objects hit a target with the right end?

I'm working on a throwing knife type weapon where a player free aims and then throws a knife. The knife spins through the air and on collision stops spinning and parents itself to the object it ...
1k views

### Client side prediction physics

I'm trying to build a simple networked game and I'm having trouble keeping a jump in-sync on the client and server. I've read the free gaffer on games articles and it's helped somewhat but I'm still ...
502 views

### Clientside interpolation - update rate fixed to client framerate

I am trying to implement client side prediction as in this article http://www.gabrielgambetta.com/fpm2.html Currently I'm doing it like this: the game runs at 60 FPS. 60 times per frame I check if an ...
2k 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 ...
217 views

### The tolareable lag range in a multiplayer game

I am programming a multiplayer game. I calculate the ping in ms as : ping = the_time_i_recieved_pong - the_time_i_sent_ping I implemented client-side prediction ...
91 views

### Efficiently detect shoot direction with gravity playing a role?

How could I efficiently calculate shoot direction for enemy AI in order for it to hit the player? Things I know: player position, player velocity, gravity, bullet spawn position, bullet initial ...
1k views

### Client-side prediction for movement?

How would client-side prediction for movement work? From how I understand it, the player inputs "Move Forward" and the character on the player's computer instantly starts to move forward. It also ...
657 views

### How to predict future position of an object(bullet sync)?

There is a multiplayer game and server sends to all clients a message when a shot happens, containing bullet position, bullet velocity and timestamp. By having timestamp, we can calculate the lag, let'...
4k views

### Unity - How to move a ship realistically to a point in a 2D top-down game

i'm trying to move a sailing ship to the point where i clicked with the mouse. this movement should be realistic (oar at the back where the ship moves around) so if the mouse click is left and in ...
338 views

### Minimizing bandwidth for player movement

I am programming a multiplayer game and I am concerned about the bandwidth dedicated to player movement. Imagine a 2D top down game where players can move towards any angle using the joystick. The way ...
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### 2D Physics library for multiplayer in c++ [closed]

Im trying to create a top down shooter with multiplayer functionality. So far im using Box2D for my physics Simulation. The last few days I played around with syncing movement between Clients and ...
2k views

### In Unity, how do I make a 3D flight arc preview?

I'm stuck on how to make a preview trajectory for a projectile appear when holding a button. The trajectory should start at a certain position on the scene and end wherever the player points their ...
495 views

### Calculate future 3D Position of object(Unit)?

I've looked around and almost all examples is see have a velocity vector which I do not have, or at this point am unable to figure out. Im trying to find the 3D position where i can launch a trap in ...
1k views

### Authoritative movement with client side prediction

I don't fully understand how client side prediction works with authoritative movement. Let's say we have: client at position(0,0) server at position(0,0) Now the client wants to move forward and ...
584 views

### Can UNet do Rigidbody2D prediction? (i.e. using gravity)

Having a NetworkTransform with transformSyncMode set to SyncRigidbody2D (as opposite to a ...
668 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 ...
1k views

### Prevent movement cheating in MP games

I have read a lot about movement in multiplayer games, but not so much on preventing cheating. Let's say a client sends moves packets whenever the player press a movement button, then the server ...
405 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 ...
1k 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 ...
106 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 ...
1k 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 ...
793 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 ...
266 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 ...
3k 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 ...
956 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 ...