How to perform game object smoothing in multiplayer games
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spaceOwl
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Published on 2013-10-19T17:38:44Z
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2013/10/19
22:17 UTC
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We're developing an infrastructure to support multiplayer games for our game engine.
In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval.
On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question).
I was wondering how smoothing should be performed ?
Currently the algorithm is similar to this:
Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc).
Calculate a diff between local object position and the position we have after previous prediction steps.
If diff doesn't exceed some threshold value, start a smoothing step:
- Mark the object's CURRENT POSITION and the TARGET POSITION.
- Linear interpolate between these values for 0.3 seconds.
I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used?
(For example - should i only smooth out the position? or other values, such as speed, etc)
any help will be appreciated.
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