Hi guys, how are you?
I'm working in a game, with movement similar to WoW. Basically, most Creature's will do a RandomMovement (from point A to B). What I'm doing now, is just get the timestamp from the server to the client (I have a system to know the time between them) and lerp between client A to server B, and the duration is the duration given by the server minus the internet latency.
Now, I don't need much precision, but I'm concern, because in order to aggro the creature, player need to run nearby it, and if the client doesn't show a correct position, u can run by pass it, going unnoticed, since in the server the position is different, because the server start position (point A) is different than client start position so the angle to destiny will be different. I don't want to force to start the movement from server position, or it will cause a little "tp effect" due to latency between client and server.
Is there anyway to interpolate from client A to server B, following the angle between server A to B? Or do a little adjust each frame, I want it to look smooth.