Movement prediction is the estimation of where an object will be in the future based on current and/or past information about that object's position.
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Cocos2dx - How do i predict the movement of object if setVelocity returns different results?
I want to make synchronization movement between client and client.
I've read some posts about simulate physics on the server and predict the movement on the client.
However, how do i do it even if i ...
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Clientside interpolation - update rate fixed to client framerate
I am trying to implement client side prediction as in this article http://www.gabrielgambetta.com/fpm2.html
Currently I'm doing it like this: the game runs at 60 FPS. 60 times per frame I check if an ...
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56 views
Authoritative server netcode with small server load
I read the articles by Gabriel Gambetta about fast paced multiplayer recently, but I still have some open questions.
My multiplayer game has the following requirements:
Keep server load low, if ...
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1answer
105 views
How to compensate for moving objects with client side prediction?
I'm implementing a game server that supports Star Control-like melee. So you have ships flying and shooting, with super simple velocity/acceleration/dampening physics to drive movement.
I've read ...
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88 views
Multiplayer game server sync
I am building a 2d multiplayer game with no physics and my own authoritative server. Already have all players getting synced each with other but their movement isn't so smooth yet.
Here is the ...
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42 views
Movement prediction on client
Im pretty new to game development.
Currently I try to predict the movement of the player on the client.
But my client and my server are calculating different values. Im using a delta time for the ...
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2answers
59 views
The tolareable lag range in a multiplayer game
I am programming a multiplayer game. I calculate the ping in ms as :
ping = the_time_i_recieved_pong - the_time_i_sent_ping
I implemented client-side prediction and interpolation algorithms. When I ...
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1answer
47 views
Efficiently detect shoot direction with gravity playing a role?
How could I efficiently calculate shoot direction for enemy AI in order for it to hit the player?
Things I know:
player position, player velocity, gravity, bullet spawn position, bullet initial ...
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1answer
74 views
Client-side prediction for movement?
How would client-side prediction for movement work? From how I understand it, the player inputs "Move Forward" and the character on the player's computer instantly starts to move forward. It also ...
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1answer
169 views
How to predict future position of an object(bullet sync)?
There is a multiplayer game and server sends to all clients a message when a shot happens, containing bullet position, bullet velocity and timestamp. By having timestamp, we can calculate the lag, let'...
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3answers
1k views
Unity - How to move a ship realistically to a point in a 2D top-down game
i'm trying to move a sailing ship to the point where i clicked with the mouse.
this movement should be realistic (oar at the back where the ship moves around)
so if the mouse click is left and in ...
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1answer
143 views
Minimizing bandwidth for player movement
I am programming a multiplayer game and I am concerned about the bandwidth dedicated to player movement. Imagine a 2D top down game where players can move towards any angle using the joystick. The way ...
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92 views
2D Physics library for multiplayer in c++ [closed]
Im trying to create a top down shooter with multiplayer functionality.
So far im using Box2D for my physics Simulation.
The last few days I played around with syncing movement between Clients and ...
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0answers
380 views
In Unity, how do I make a 3D flight arc preview?
I'm stuck on how to make a preview trajectory for a projectile appear when holding a button. The trajectory should start at a certain position on the scene and end wherever the player points their ...
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1answer
380 views
Can UNet do Rigidbody2D prediction? (i.e. using gravity)
Having a NetworkTransform with transformSyncMode set to SyncRigidbody2D (as opposite to a plain SyncTransform) I assumed it would try to sync all physics, hence handling gracefully forces, especially ...
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2answers
209 views
Authoritative movement with client side prediction
I don't fully understand how client side prediction works with authoritative movement.
Let's say we have:
client at position(0,0)
server at position(0,0)
Now the client wants to move forward and ...
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1answer
181 views
Calculate future 3D Position of object(Unit)?
I've looked around and almost all examples is see have a velocity vector which I do not have, or at this point am unable to figure out. Im trying to find the 3D position where i can launch a trap in ...
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3answers
824 views
Prevent movement cheating in MP games
I have read a lot about movement in multiplayer games, but not so much on preventing cheating.
Let's say a client sends moves packets whenever the player press a movement button, then the server ...
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2answers
1k views
How to handle realtime random movement with client side prediction
I'm building a realtime multiplayer game that runs the same 'physics' loop on client and server. I'm using a steering behavior 'wander' that is essential random movement. The client and server ...
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1answer
83 views
Calculating aim point to pass through other point
We know for an object:
Initial point O(x,y)
Initial speed (s_x,s_y)
Constant vector module aceleration (A)
A point P(i,j) where we have to pass through in the future.
We need:
A point W(x, y) so ...
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1answer
438 views
How to implement a hint-system for nearby matches (in a Match-3 puzzle game)?
Taking Candy Crush as an example:
In a Match-3 game, how would you figure out which nearby tiles are 1 move away from creating a match?
Do you basically have to do it by trial-and-error on every ...
2
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2answers
191 views
Using peer to peer for prediction in a client-server network model
By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
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1answer
392 views
How can I predict player-to-projectile collisions in Box2D?
I'm making a real time shooting game with Box2D as the physics engine. The gameplay is mostly about trajectory, like Angry Birds. I want to make a slow motion effect and move camera to the player when ...
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1answer
139 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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3answers
1k 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 ...
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2answers
599 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 ...
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1answer
1k 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 ...
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1answer
755 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 ...
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2answers
386 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 the ...
4
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1answer
715 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 ...
24
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3answers
8k 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 at ...