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Right now, movement looks a bit choppy due to server lag. I would like to implement client-side prediction, but I'm struggling to fully understand the structure of this project. Do you have any advice…
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Lag compensation is necessary for a multiplayer game, but the implementation inherited from Tremulous has numerous missing features. This issue's purpose is to briefly describe lag compensation and tr…
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I realized that the current implementation as of today is an attempt to do server side physics / client side predictions in such a way that _any_ invalid inputs (e.g. cheating) on the client side woul…
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The following code errors out on the client side:
```
import torch
import centml.compiler
def bar(a, b):
x = a / (torch.abs(a) + 1)
if b.sum() < 0:
b = b * -1
return …
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Voir si possible d'ajouter une interpolation. Pour ce faire la vélocité des entités est déjà transmise il me semble, donc il suffit au client de calculer la nouvelle position de l'entité entre deux up…
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Here is my running code:
import evaluate
ev = evaluate.load('exact_match')
Always return below error
Downloading builder script: 3.69kB [00:00, 4.56MB/s]
Traceback (most recent call last):
…
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Hello
this is realy great tutorial and example , but there are few things missing from your example
the most important one is making the server Authoritative server model and Client side prediction …
meiry updated
7 years ago
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### 🚀 The feature
Currently when using the rest api, the prediction endpoint returns a 503 when the number of concurrent requests is larger than a worker's job queue. It would be great if we could …
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This work is amazing.
One question through - how would you support/implement replication of attributes' modifiers through network? We have fairy low-level UDP library so we can actually strongly de…
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thanks for creating this project which guide me to learn about client-side prediction & server reconciliation & snapshot-interpolation.
I read the source code and know that it is a time-based sync sy…