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Description
The code tries to compensate client and server's different scrolling time by multiplying a compensation ratio defined by currentViewPosition / currentWorldPosition. Then it multiplies the ratio by speed to get a more appropriate speed.
There are a problem with this approach:
The farther away from the goal, the less impact the compensation ratio makes (4010/4000 vs 20/10 even though both have 10 units difference)
Compensation=1.0+(Error×Constant) should be used for equal impact throughout where Error is (Server - Client)
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