Hi,
I’m going through some lag compensation techniques but i have a hard time finding info on how it works in an authoritative setup. Anyone know any good links with more detailed info or tips ?
Thanks.
Hi,
I’m going through some lag compensation techniques but i have a hard time finding info on how it works in an authoritative setup. Anyone know any good links with more detailed info or tips ?
Thanks.
I recommend having a look at examples provided with uLink (on www.unitypark3d.com), along with their documentation which has lots of useful info about networking in general!
This blog series is incomplete but the first part makes a good impression:
http://altdevblogaday.com/2011/07/26/player-motion-in-a-network-environment-part-1/
Thanks Tobias, i found something similar without the videos here : http://www.gabrielgambetta.com/?p=22
I get the genral idea how it should work, just have to start on the design and implementation.
gnoblin, i’m not looking how it works in a certain product but more the general flow in authoritative games and what the server and clients do.
That is why I recommend what I recommend ;).
The info examples I’m talking about would be useful at least for Unity’s networking\Photon (and probably this is true for any other networking solution).
I was able to implement client side interpolation/extrapolation, now i’m looking on some more detailed info about server side.
Basicly i want to buffer states and time shift to verify actions.
Anyone got any ideas on how to implement it ?
The Unity Networking Example that you can find at the top Resources - Examples contains all that ![]()
I was going to suggest that; but I thought for sure appels must have been referring to something more complex than NetworkRigidbody/NetworkInterpolatedTransform, since you two answer like all of my own networking questions.
Possible, but the example actually has the timeshift (and that integrated with client side prediction, interpolation and extrapolation, though the extrapolation can be enhanced by transfering velocity and angular velocity)
its only missing the verify, likely cause the authorative one doesn’t need movement verification (and non authorative does not need client side prediction)
hmmm, i need to open my eyes more i think lol
must have missed some parts.
Thanks, will dig deeper into it.
I have multiple example scripts handling it in different ways, so it’s easy to get lost in them.
Alot of testing this weekend i guess ![]()
Yep, all i needed was there indeed.
Got it working and first tests have good results.
Thanks again ![]()
Glad to hear
Looking forward to see what you create ![]()
Thanks for the links! ![]()