Changed the readme to Emacs Org mode, and added further description.
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# Client-Side-Prediction-Test
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An example of client-side prediction for networked games, as research and training for 'Spacewar!'
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* Client-Side-Prediction-Test
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An example of client-side prediction for networked games, as research and
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training for 'Spacewar!'
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** What is this repository for?
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I realized that the current netcode of Spacewar was fine for simply running two
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instances of the game on the same computer; but it would not hold up to
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latencies of actual networks nor would it be able to do any structured
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communication due to being entirely over UDP. I knew this when writing it, but I
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needed to learn how to do it properly first. Hence, this repository. I will be
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keeping notes on the techniques and a devlog as I come up against any issues.
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