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Unread 05-17-2017, 10:13 PM   #9 (permalink)
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Originally Posted by Spike View Post
I'm not excessively biased!
Hehehe, never thought you were. Yeah, it's nice you know in detail how non-Spike engines work.

Originally Posted by Spike View Post
either way its fairly trivial to add client-side support for nack deltas, be they fte's or dpp7. its the server side that's hard.
I imagine DPP7 works roughly like this:

1. Accumulate a buffer of server frames. Probably needs to track client state.
2. Timing calcs of some sort.
3. Recalculate player entities and possibly projectiles based on slightly retroactive frame information.
4. Probably missing 2 items because I haven't been thinking about engine code.

I imagine monsters are not predicted, just like I imagine weapon pickups and teleportations are not predicted.

Somewhere I have a link to notes you made in a text file on your web site.
__________________ - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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