Fast-paced multiplayer (part III): entity interpolation
Posted in Article, Game Development on December 9th, 2010 by ggambett – Be the first to commentIntroduction
In the first article of the series, we introduced the concept of an authoritative server and its usefulness to prevent client cheats. However, using this technique naively can lead to potentially showstopper issues regarding playability and responsiveness. In the second article, we proposed client-side prediction as a way to overcome these limitations.
The net result of these two articles is a set of concepts and techniques that allow a player to control an in-game character in a way that feels exactly like a single-player game, even when connected to an authoritative server through an internet connection with transmission delays.
In this article, we’ll explore the consequences of having other player-controled characters connected to the same server. read more »
