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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
8 years ago
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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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Implement movement prediction. Currently our steering and animation systems run on a separate thread with very high intervals for smooth movement. It is very heavy and poses some challenges on multith…
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Hey, I know it's not released yet, but I decided to play with it, since it's merged to `develop` branch anyway
I read documentation from component's source code and it says that there are three way…
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As a server admin, I'd like to run a Quake themed server that features Quake level remakes and QuakeWorld style player movement. To do this, I'd like to be able to specify all player movement paramete…
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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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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…
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Site Example: http://predict.habhub.org/hourly/elsworth/
(There are many more hourly predictors for different sites, but i don't know all the URLs)
Functions:
* Generates forward predictions for …
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**### Details**
CMoveData:GetVelocity() returns the zero vector on the clients (while it's fine on the server) causing for no movement predictions when walking on props - more common for when walking…
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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…