ashoulson / RailgunNet

A Client/Server Network State-Synchronization Layer for Games
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May not need Ticks in State updates after all... #28

Closed ashoulson closed 8 years ago

ashoulson commented 8 years ago

Entity looks at last acked tick and generates a StateDelta that contains flags and field updates. Client receives StateDelta and dejitters them according to packet tick. Every client update, the client just gets the latest delta in the dejitter buffer and applies it.

Server-side entities only create a new state when theirs changes. Can keep 50 in buffer that aren't necessarily the last 50 frames. Solves the blackboard entity problem.

Probably will need to redo prediction with this system though.