This smooths out the movement of entities between game ticks. Implementing this feature will remove the current "jitter" in SS14 when the player moves, because right now is is teleporting a short distance instead of actually moving.
Requirements
[x] Make the client actually run at the same TickRate as the server.
[x] Implement a GameState queue on client.
[x] Refactor HandleComponentState so that both the current and next state are passed to the component, allowing the component (TransformComponent) to lerp between positions.
This smooths out the movement of entities between game ticks. Implementing this feature will remove the current "jitter" in SS14 when the player moves, because right now is is teleporting a short distance instead of actually moving.
Requirements
HandleComponentState
so that both the current and next state are passed to the component, allowing the component (TransformComponent) to lerp between positions.Resources http://www.gabrielgambetta.com/entity-interpolation.html https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Entity_interpolation