[DiscordArchive] Also this is for RTS games right?
[DiscordArchive] Also this is for RTS games right?
![[Image: image.png?ex=690c44fc&is=690af37c&hm=494...ceac938f8&]](https://cdn.discordapp.com/attachments/376074396915335170/1224792857970213015/image.png?ex=690c44fc&is=690af37c&hm=494e340db97673394a8154863c1ed81314d4624d5331a3ffb7b6f8dceac938f8&)
Archived author: Balthazar • Posted: 2024-04-02T18:49:32.859000+00:00
Original source
![[Image: image.png?ex=690c44fc&is=690af37c&hm=494...ceac938f8&]](https://cdn.discordapp.com/attachments/376074396915335170/1224792857970213015/image.png?ex=690c44fc&is=690af37c&hm=494e340db97673394a8154863c1ed81314d4624d5331a3ffb7b6f8dceac938f8&)
Archived author: Balthazar • Posted: 2024-04-02T18:49:37.465000+00:00
Original source
Movementhandler.cpp
Archived author: Tea • Posted: 2024-04-02T18:50:18.628000+00:00
Original source
thats supposed to counter lagging players a bit
Archived author: Tea • Posted: 2024-04-02T18:50:49.169000+00:00
Original source
its not perfect, you can still see them warping a bit when other players lag on retail
Archived author: Balthazar • Posted: 2024-04-02T18:53:04.982000+00:00
Original source
Is it to calculate dead-reckoning (I guess that's the right term)
Archived author: Balthazar • Posted: 2024-04-02T18:53:44.745000+00:00
Original source
You know the position + direction + speed etc.... now you need a time variable to calc how far along their current heading they should be rendererd?
Archived author: Balthazar • Posted: 2024-04-02T18:56:02.239000+00:00
Original source
So on a client you can check oh this packet was underway for 1 sec, let's render the unit 1 sec along its current heading?
Archived author: Tea • Posted: 2024-04-02T18:56:09.272000+00:00
Original source
time isnt how long the movement happens
Archived author: Balthazar • Posted: 2024-04-02T18:56:09.408000+00:00
Original source
assuming speed / direction stays the same
Archived author: Tea • Posted: 2024-04-02T18:56:15.818000+00:00
Original source
its current timestamp