FPS Buggy Client-Side Prediction
Hello again with another micro blog-post. Today I want to show you the current state of my fps, which again you can watch on Vimeo.
On the game-side nothing changed, but I managed to add client-side prediction. This means that the client takes the player input and of course sends them to the server, but also predicts the simulations outcome. When the answer from the server arrives the client corrects it’s prediction, which should only happen when the client predicted something forbidden. That means, done right the player should not notice something.
But as you can see, my implementation is still a little buggy. Movement with keys-only looks like it works, but the mouse feels and looks just horribly wrong.