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Current naïve implementation looks like shit when latency got introduced #3
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Most of the work is already done.
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From TODO file:
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Smoothed ball animation. Now there is a little problem when ball bounces from paddle — it's not moving along with server ball. Green one is server updates and white ball is client predicted. |
And also just found out that client predicted paddle also desyncs with server one. There is still a lot of work to do. |
Ну в этом, кстати, нет ничего удивительного, потому что до сих пор не сделана корректировка позиции, aka "Server is the Man". |
I did several commits and problem with ball desync gone…
Weird. 🍶 |
Now it's time to fix gamer's paddle synchronization 🍶 |
Use client prediction and other technics.
Good article on topic:
http://buildnewgames.com/real-time-multiplayer/
There is links to other great resources on topic, like Source Multiplayer Networking
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