honehone12 / bevy_netcharacon_dev

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velocity based movement generate huge prediction error #1

Closed honehone12 closed 4 months ago

honehone12 commented 4 months ago

the reason is server handles 2 ~ 3 or more of input in a tick while client handles a input in a tick. server side RB is generally slower or faster than client's.

honehone12 commented 4 months ago

well, or actual problems are damping, gravity, etc...... ??

honehone12 commented 4 months ago

i learned substep is the problem

honehone12 commented 4 months ago

ok, we have to run cc control in substep, and need higher substep for nice simulation

honehone12 commented 4 months ago

now i'm 99% sure xpbd kinematic rb based cc is the one for network character control, that is deterministic enough.

honehone12 commented 4 months ago

i 'll open new issue, but i'm not 99% sure for xpbd now. 50%.