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SOW Waterloo Multiplayer Wednesday 22/05/19 @ 22:00 CET

Posted: Wed May 22, 2019 11:48 pm
by mitra76

Re: SOW Waterloo Multiplayer Wednesday 22/05/19 @ 22:00 CET

Posted: Fri May 24, 2019 3:45 am
by mitra76

Re: SOW Waterloo Multiplayer Wednesday 22/05/19 @ 22:00 CET

Posted: Sat May 25, 2019 8:56 pm
by r59
Thanks for sharing, first of all.
Took me a little bit of time, but I watched it entirely. :)
Overally very enjoyable, but those MP hiccups (P2P lockstep ack waits, right?) were rather severe, especially on the follow camera mode.
Wouldn't be possible to apply some kind of smoothing / spring-damper like function over there?
My MP programming skills aren't barely close to decent (and Norb's are brillant, on the other hand), but...
If one could simply hold in memory the unit position at -2 ( A ) and -1 ( B ) simulation ticks (refreshed at 10hz I think?)...
And then, updating the camera position at unconstrained frame rate (decoupled), interpolating between states A and B...
As far as I could tell, trading smooth camera movement for a small presentation delay, shouldn't raise big user responsiveness issues in a game like SOW.
Even at the fastest galloping speeds.
Any idea?