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