Make the server not just spam packets

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2023-07-09 17:45:51 +01:00
parent 73b5aa10cc
commit fa7cf4b3bc
3 changed files with 55 additions and 29 deletions

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@ -49,6 +49,13 @@ I didn't make the client update it's own input in the state constantly, so there
wasn't the required "single-player" feeling in the client. Not exactly what
we're going for, here!
** Entry 05: How client side prediction performs:
After running a basic test on my LAN, it appears as if my naive implementation
isn't performing as expected. It's possible that just spamming the client with
packets that aren't tied to the game tick is causing it; I'm going to change
that. It probably should have been done that way from the start; but I didn't
really think about that.
* Notes On Techniques:
** Entry 00: Where I'm Learning All This From:
I'm using a series of articles from gabrielgambetta.com, which seem to be well