The grammar is pretty bad, but good for a presumably non-native english user. Overall, it's a good article, especially when you consider that it's free. Game network code and predictive motion and rollback or input delay-based approaches are all fascinating to me. It is a hard problem to deal with network latency in a way that feels real-time and doesn't break a game.
Link to the first article in the series: https://fabiensanglard.net/quake3/index.php
Presumably some snapshot id number also gets sent to the client and is what gets acked?
Is there any bullet propf open source middleware for this any more?
That’s a good question. Are you a bot?
What are you even asking?
The grammar is pretty bad, but good for a presumably non-native english user. Overall, it's a good article, especially when you consider that it's free. Game network code and predictive motion and rollback or input delay-based approaches are all fascinating to me. It is a hard problem to deal with network latency in a way that feels real-time and doesn't break a game.
Come on, it is funny to act like a German if you are not.