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Catchup Rate Implementation #25

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BlinksTale opened this issue Sep 14, 2012 · 3 comments
Open

Catchup Rate Implementation #25

BlinksTale opened this issue Sep 14, 2012 · 3 comments
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@BlinksTale
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Make a catchup multiplier on movement to compensate for framerate lag. Record the time since last frame, and multiply movement rate by that, divided by expectedDelay.

@ghost ghost assigned BlinksTale Sep 14, 2012
@BlinksTale
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This can wait a little, vertex arrays helped make this less of an issue. Still important though!

@BlinksTale
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Does not work in current system! Collision must (if player movement > 1/2_sizeOfCube) also check for collisions in path between player new and old points. If any collisions, return to that object's position, then move towards old pos by 1/2_sizeOfCube

@BlinksTale
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Limited max speed to only be half a cube, fixing the above but meaning players can glide on dead slow machines (not a concern at this point). Still need to apply to camera movement.

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