In the last Client side prediction
blog i discussed about the how to sync the player’s own character with the same the character on the server.
Now obviously single player will not be playing multiplayer games, So the player need to see his enemies or teammates,
one naive way is to continuously broadcast the movement made by each player every other player connnected to the server but due to network delay this is not a very good idea, this is where Entity-Interpolation
comes in. Before diving in the algorithm let me fix some points:-
Player A
, Player B
and Player C
.Player A
, means we will try to synchronize the movement of the other players(Player B and Player C) on the machine of Player A.Client Side Prediction
algorithm.As we discussed in the first part of this blog series Basics of Multiplayer FPS, that the main game will be running on the server machine, But along with this after some periodic