Hi,
first of all, awesome sample! Good Job!
Since I’m really interested in networking the first thing I did after starting the server and two clients was trying to see it breaking.
Is there any more information about how exactly the client side prediction and server reconciliation is working?
I am really impressed with the compression and after seeing the amount of data getting serialized I really wonder how it can actually boil down to just 2000 bytes per second?
The CharacterPredictedState alone serializes ~ 64 Bytes of Data (I know its in Bits) but I guess you don’t want to lose too much precision on those vectors. Assuming other stuff is going on I don’t even come close to the 2000 bytes per second? How exactly is that Network Schema working? Because I think its responsible for the good compression?
Would love to hear more details about it. Because following the code is not as straightforward as I would like it to be.
Cheers,
Poettlr