Tutorial: Advanced Networking and Local Prediction
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Tutorial: Advanced Networking and Local Prediction
I'm just hotlinking this here because I suck at bbcode
https://icculus.org/~marco/quakec/csqc/prediction
This is for FTE QuakeWorld, no idea if Darkplaces users even have to worry about this sort of stuff.
This tackles the problem of having to do prediction of the local player yourself when overwriting the physics/networking of the player entity. For a long time this was a thing that FTEQW developers have tried to avoid doing... so here it is.
https://icculus.org/~marco/quakec/csqc/prediction
This is for FTE QuakeWorld, no idea if Darkplaces users even have to worry about this sort of stuff.
This tackles the problem of having to do prediction of the local player yourself when overwriting the physics/networking of the player entity. For a long time this was a thing that FTEQW developers have tried to avoid doing... so here it is.
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Eukos - Posts: 14
- Joined: Fri Jul 22, 2011 3:00 pm
- Location: /dev/cdrom
Re: Tutorial: Advanced Networking and Local Prediction
Interesting lecture, Eukos, thanks for sharing! I personally prefer not to update anything physics-related (origin, velocity, movetype) in Player predraw, but it's cool to see other ideas!
BTW: soo cool FreeCS project!
It's great to see someone else who loves FTE! 
BTW: soo cool FreeCS project!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Tutorial: Advanced Networking and Local Prediction
little OT: FREECS is awesome!!
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: Tutorial: Advanced Networking and Local Prediction
Nice work, Eukos. Looking forward for more advanced CSQC tutorials.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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