Talk About Network

Google


Register and Login
Nick
Password
Register create new account Sign up is FREE and you can post replies, new topics, bookmark posts and more!
Recover lost password


Gaming > Development Programming Algorithms > Re: Client pred...
Latest [ Topics | Posts ] Archive Post A New Topic Post a Reply
<< Topic < Post Post 3 of 4 Topic 589 of 679
Post > Topic >>

Re: Client prediction for remote objects

by "Lizerd" <1@[EMAIL PROTECTED] > Oct 26, 2006 at 02:34 PM

or... here is an idea...
How are you detecting the other ****p?
If it is radar, there is a time delay caused by the distances involved...
closer, more up-to-date, further away, more guess work...
have the server send to the player where the ****p was X turns ago based on
distance...


--
(All advice is checked, re-checked and verified to be questionable....)


"Gabriel Belingueres" <gaby@[EMAIL PROTECTED]
> wrote in message
news:1161783425.328865.126160@[EMAIL PROTECTED]
'm doing a 2D multiplayer game too. I'm still in early stages (I'm
working on the graphics now), but I think I will use some dead
reckoning technique.

You may want to read something called Position History-Based Dead
Reckoning (PHBDR).

HTH,
Gabriel

Brandon ha escrito:

> I'm writing a little 2D overhead multiplayer space shooter.  I use
> client-side prediction to make movement smooth for the local player,
> and it looks great.  For the local player.  My problem is that I want
> to show the player the current location of the other space****ps in
> regards to the local player, and to do that I need to predict them,
> too.  Now, fortunately, the movements of the enemy space****ps are
> pretty smooth, since they smoothly accelerate rather than zip left and
> right instantly.
>
> My problem, though, is turning.  When a player presses left or right,
> his ****p immediatley begins to rotate at a set rotational velocity, and
> when the player releases the key, the ****p immediately stops turning.
> This, again, works great for the local player.  However, when the local
> player receives notice that another player began rotating 5 game states
> ago, the local player predicts the motion ahead a bit and continues to
> extrapolate how the other ****p is rotating.  With a bit of smoothing,
> that looks fine, too.
>
> The problem is that when the other ****p stops turning, the local
> machine has already predicted it turning a bit further, which it then
> needs to take back, causing it to snap back after fini****ng a turn like
> it's on a spring.  It happens every time, and if there's 500ms of lag
> or so, it can be more than a 180 degree turn.
>
> In order to solve this problem, I've tried a few techniques.  The
> first, obviously, was to stop the prediction of turning.  I still use
> the predicted turn angle to compute motion (if you're accelerating), so
> if you have quite a bit of lag, you might notice the ****p not quite
> flying in the right direction briefly on occasion, but it's hardly
> noticeable.  I haven't quite worked out a good way to smooth between
> these messages yet, especially in a situation with high variance in the
> network connection's lag, but I'm sure I can work out something that
> more or less works.
>
> So, I'm asking for general input as to how to handle players controlled
> elsewhere in a system that uses client prediction.  In half-life 2, for
> instance, I do not notice the other players take a step back every time
> they stop walking forwards.  Does half-life 2 not predict the locations
> of other players?  Or does it use some other, neater trick?
 




 4 Posts in Topic:
Client prediction for remote objects
"Brandon" <b  2006-10-24 11:51:24 
Re: Client prediction for remote objects
"Gabriel Belingueres  2006-10-25 06:37:05 
Re: Client prediction for remote objects
"Lizerd" <1@  2006-10-26 14:34:40 
Re: Client prediction for remote objects
"m0rdred" <i  2006-10-27 14:59:19 

Post A Reply:
  Go here to Signup

AddThis Feed Button


About - Advertising - Contact - Frequently Asked Questions - Privacy Policy - Terms of Use - Signup

Contact
tan12V112 Fri Jul 18 19:41:36 CDT 2008.