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Multiplayer_State_Synchronisation_And_Interpolation\

  • AutonomousProxy vs SimulatedProxy https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Actors/Roles/

  • Replicating variables from the server: https://docs.unrealengine.com/latest/INT/Gameplay/Networking/Actors/Properties/ we are overriding the variables from a server prespective.

  • Understanding the concept of lag and glitching and How to simulate them in unreal engine using the command lines " ~ " . https://docs.google.com/presentation/d/13v56Mb-Moefts1VOQLBq-5_d-qGs2ny90QpIXgdNd8Q/edit#slide=id.gf8b855009_5_1 https://www.unrealengine.com/en-US/blog/finding-network-based-exploits

  • Comparing the methods we used so far , in method one: Problem : Not smooth Information Sent to server : throw between updates: we do nothing so we can only see the movment from the "Server , Authority" prespective but we can't see it in the Autonomous and Simulated Proxies. Information recived: Transform and velocity. OnRecipet: Overwrite Local reviced info.

    In Method two: Problem : LAG Information Sent to server : throw between updates: Simulating Information recived: Transform and velocity. OnRecipet: Overwrite Local reviced info.

    In Method 3: Problem : .... Information Sent to server : throw between updates: Simulating Information recived: Transform and velocity and server time. OnRecipet: Replay the control since server time , meaning that it will go back to the previous state in this Exact Time.

  • Refactoring our class as it gets too large , This site is very good for Design Patterns and Refactoring : https://refactoring.guru Refactoring Process : we Have our main Class which is GoKart Actor in this class we will Handle Input Binding and we will refactor two compoanents from it First component will be Movement Component and it will be responsible for smimulating movement, 2nd Component will be Replication Component and it will be responsible for replicating components and 2nd compnent must have direct access to first one.

  • Linear Interpolation: curve fitting using linear polynomials to construct new data points https://en.wikipedia.org/wiki/Linear_interpolation

  • Spherical Linear Interpolation: we are doing linear interpoliation but SPHERICAL, we can't use lerp as it dsnt know about a circle or a sphere, if I have an actor and its initial rot is -100deg and it wants to go to 90deg The Lerp will find that the shortest way to interpolate is starting from Zero because it dsnt know that the shortest way from A to B is -180 to 180 , so thats when Slerp comes to the rescue.

  • Hermite Cubic Spline Interpolation https://www.desmos.com/calculator/iexoeledct

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