The movement-prediction tag has no wiki summary.
1
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1answer
49 views
Packet Loss Affecting Client-Side Prediction
I have been reading about client-side prediction lately and I have been thinking of ways to implement it into my multiplayer game. I think I have a pretty good understanding of client-side prediction ...
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2answers
215 views
Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)
I have written a simple 2d platform game for Android and am wondering how one deals with frame-skipping? Are there any alternatives? Let me explain further.
So, my game loop allows for the ...
9
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2answers
273 views
Extrapolation breaks collision detection
Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer ...
0
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1answer
92 views
Aim at moving target (or predicting target's position at time it takes for projectile to hit it) [duplicate]
I have a game where I know the location and velocity of my target. I know my own location and the speed of my projectile. I want to determine either
the location of the intersection between my ...
9
votes
1answer
513 views
How do I sync client and server when sending player speed changes?
I'm implementing client-side prediction. Most explanations assume the client sends messages like "Move my player up by 1 position". What if I send messages like "Set my player's velocity to x"?
On ...
3
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2answers
308 views
Is client-side prediction supposed to cause lag?
I found this general question, but I'd like clarification on a specific point.
Consider this simple scenario:
Client A sends input to move at T0.
Server receives input at T1.
All clients receive ...
4
votes
1answer
485 views
How do I avoid losing prediction responsiveness due to client interpolation?
In my online game, I am using client prediction and client interpolation to give the illusion of responsiveness over a networked connection.
The client prediction applies inputs that haven't yet been ...
16
votes
3answers
4k views
How does client-side prediction work?
I've read Valve + Gafferon and hundreds of pages from Google, but for whatever reason I can't get my head around client prediction.
To my understanding, the basic problem is:
Client A sends input ...