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thanks for creating this project which guide me to learn about client-side prediction & server reconciliation & snapshot-interpolation.
I read the source code and know that it is a time-based sync system.
when I run the example the object player controlled shakes slightly at the end of the movement. it behave not that perfect.
is there any way to solve this problem?
The text was updated successfully, but these errors were encountered:
Hi, as far as I now, that behaviour is expected and is not cosidered a "problem".
In the example, that happens during server reconciliation, the client moves slightly till it matches the server position.
Probably there is another way of handling server reconcilitation, but I don't know how. Depending on the game you are working on, this slight movement can be a problem.
I'm working on an Open Source Game with Phaser, trying to implmente Geckos and Snapshot Interpolation, but I'm struggling with this and collisions. You can check the code (a little bit messy) here:
thanks for creating this project which guide me to learn about client-side prediction & server reconciliation & snapshot-interpolation.
I read the source code and know that it is a time-based sync system.
when I run the example the object player controlled shakes slightly at the end of the movement. it behave not that perfect.
is there any way to solve this problem?
The text was updated successfully, but these errors were encountered: