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[BUG-18293] Client side movement #2685

Closed sl-service-account closed 8 months ago

sl-service-account commented 8 years ago

How would you like the feature to work?

allow client side movement

right now seems like this:

client send permission for movement point and starts to move
server send his permission answer back
client handle answer and interpolate based on ping/velocity
client can interpolate to the desired point or back to origin point if fails
note: this system fails if there is lag, client can walk infinitely or teleport back

my request is that the client only send position and not wait to interpolate with the server. meaning if the client stop walking it will stop and send its stop position to the server not interpolating with delayed check point like mostly mmo out there

you can move and stop freely based on physic ground but the others may see you pop out here and there constantly server update may fix the delay or something

Fast-Paced Multiplayer http://www.gabrielgambetta.com/fpm1.html Client-Side Prediction and Server Reconciliation http://www.gabrielgambetta.com/fpm2.html Entity Interpolation http://www.gabrielgambetta.com/fpm3.html Headshot! (AKA Lag Compensation) http://www.gabrielgambetta.com/fpm4.html Sample Code and Live Demo http://www.gabrielgambetta.com/fpm_live.html

Why is this feature important to you? How would it benefit the community?

take a look at the Live Demo and check the Prediction checkbox that is what second life movement looks like =( the green ball goes forth and back, forth and back

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-18293 | | Summary | Client side movement | | Type | New Feature Request | | Priority | Unset | | Status | Closed | | Resolution | Unactionable | | Reporter | jorness (jorness) | | Created at | 2016-06-08T04:07:19Z | | Updated at | 2016-06-15T18:54:11Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2016-06-08T01:04:32.534-0500', 'How would you like the feature to work?': 'allow client side movement\r\n\r\nright now seems like this:\r\n\r\n client send permission for movement point and starts to move\r\n server send his permission answer back\r\n client handle answer and interpolate based on ping/velocity\r\n client can interpolate to the desired point or back to origin point if fails\r\n note: this system fails if there is lag, client can walk infinitely or teleport back\r\n\r\nmy request is that the client only send position and\r\nnot wait to interpolate with the server.\r\nmeaning if the client stop walking it will stop and\r\nsend its stop position to the server\r\nnot interpolating with delayed check point\r\nlike mostly mmo out there\r\n\r\nyou can move and stop freely based on physic ground\r\nbut the others may see you pop out here and there\r\nconstantly server update may fix the delay or something\r\n\r\nFast-Paced Multiplayer\r\nhttp://www.gabrielgambetta.com/fpm1.html\r\nClient-Side Prediction and Server Reconciliation\r\nhttp://www.gabrielgambetta.com/fpm2.html\r\nEntity Interpolation\r\nhttp://www.gabrielgambetta.com/fpm3.html\r\nHeadshot! (AKA Lag Compensation)\r\nhttp://www.gabrielgambetta.com/fpm4.html\r\nSample Code and Live Demo\r\nhttp://www.gabrielgambetta.com/fpm_live.html\r\n\r\n', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'take a look at the Live Demo and check the Prediction checkbox\r\nthat is what second life movement looks like =(\r\nthe green ball goes forth and back, forth and back', } ```
sl-service-account commented 8 years ago

Lucia Nightfire commented at 2016-06-08T06:04:33Z, updated at 2016-06-08T06:06:29Z

I've wanted the ability to individually enabled/disable client-side updating and interpolation of positioning, rotating and scaling on individual links for HUD games for years. I've also wanted the ability to enable/disable orthographic rendering of individual HUD objects, sprite and sprite field capability for just as long.

Aside from the 45 FPS, Secondlife is a horrible environment to try to make games in with server side update dependancy.

I'd had hoped that Sansar, with its high frame rate would be better, but even then I bet it will also be server-side update dependent and I doubt Linden Lab will give us Unity level tools out of the gate.

sl-service-account commented 8 years ago

Kyle Linden commented at 2016-06-15T18:54:11Z

Hello Jorness,

Thank you for your suggestion. The team has reviewed your request and determined that it is not something we can tackle at this time.

Please be assured that we truly appreciate the time you invested in creating this feature request, and have given it thoughtful consideration among our review team.

This wiki outlines some of the reasoning we use to determine which requests we can, or can't, take on: http://wiki.secondlife.com/wiki/Feature_Requests

Thanks again for your interest in improving Second Life.