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Latest Interpolation Activity

Input generated in-between snapshots gets lost, best approach?

Thanks for your help, it does make sense that I'm not constrained in any way by the snapshot rate, I can send snapshots every 20hz AND also send other small stuff between them (like weapon events).

Thank you all.

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You need to snapshot position and velocity, and forward that. When playing back, you need to simulate using that same position and velocity. This will let you put entities in the “right” place no matter what the rendering frame rate is.

The draw-back is that you will render entities in positions tha…

3,553 views

I just deployed an update with various improvement, and a little explanation on the left, is it helpful?

I just realized I still miss to mention you have to match with the opposite side of yours. I will add it.

I plan to build a landing page that will really showcase and explain the project with vide…

11,412 views

Thank you for the reply and giving an helpful and insightful explanation! 

7,136 views

Generally, you will just say “changed to state X at step number Y” and call it good. For the “jump” animation, because the movement replication and the FSM replication happens with the same step numbers, It'll still sync up. (Unless you extrapolate, in which case any user action will cause “jumps” …

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