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ToDo.txt
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ToDo.txt
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Deterministic Lockstep
packet needs to be most common inputs first and include un-ack input packets sent after input changed
round input to ints
magnitude in ints
angle rotation in ints
bool button pressed
Send inputs instead of each objects postion
Set each games random seed to be the same so simulation stays in sync
if you send at 60 times per second the result on the other end isnt spaced evenly
playout delay buffer
add an extra bit to the end of every packet. Input changed
ack only on input changed back to server
Overall goal
Use inputs instead of object positions
Try to shrink packets as much as possible
Pack multiple inputs up to a cutoff limit into each frame so there is backup data incase frames drop max of like 2 seconds
packet = List<frame>{ new frame{ jump, xmove, ymove, crouch, inputChanged } }
only send full packet on input changed