Arrow-walker interactions seems to suffer poor latency, even in low latency environments. Walkers regularly tunnel through arrows for up to a second before being redirected. Should find ways to improve this.
a) Perhaps batching of entity arrow interactions could result in much lower overhead?
b) Better extrapolation - eg have entities guess when they will interact with an arrow and behave as if they have. Corrections could be made on the basis of possibility - eg keep a list of interactions believed to have occurred and invalidate/confirm as proper info becomes available. If invalidating then revert state and extrapolate
Quite framerate related - 60fps it's not too noticable. It may be much worse on high latency environments. I've also removed most logging from networking code, and the lag is much reduced.
Arrow-walker interactions seems to suffer poor latency, even in low latency environments. Walkers regularly tunnel through arrows for up to a second before being redirected. Should find ways to improve this.
a) Perhaps batching of entity arrow interactions could result in much lower overhead? b) Better extrapolation - eg have entities guess when they will interact with an arrow and behave as if they have. Corrections could be made on the basis of possibility - eg keep a list of interactions believed to have occurred and invalidate/confirm as proper info becomes available. If invalidating then revert state and extrapolate