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Unread 05-17-2017, 10:13 PM   #9 (permalink)
Baker
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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
@baker
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.
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