finally implemented client side prediction and reconciliation
i first tried doing this 3 years ago with no success
now the server doesnt trust clients blindly with their position, the client first predicts its position, sends its input to the server, the server performs the same inputs, sends back the position that it thinks the player is at, client checks if its at the same position, if not, it corrects itself
this was very hard
in the video the red capsule shows the latest position the client has received from the server. once i enable 50ms simulated ping (100ms rtt) you can see that the server position falls behind while the client continues moving immediately thanks to prediction
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