Latest Snapshot Activity
![Input generated in-between snapshots gets lost, best approach?](https://uploads.gamedev.net/forums/monthly_2024_11/9d045dc6d56243c088da3b4dca8d6d6d.image.png)
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.
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…
Karatakos said:
I perhaps have not been clear enough, but the approach I’m taking is quite common, i.e. Quake 3 state snapshots.
The approach WAS quite common in the late 90's 25 years ago, yes. It was also an era when 4 players was hard and 16 players was extreme and AAA, and a “high bandwidth” conn…