Tutorial: Advanced Networking and Local Prediction

Discuss CSQC related programming.
Post Reply
Eukara
Posts: 31
Joined: Fri Jul 22, 2011 3:00 pm
Location: /dev/cdrom
Contact:

Tutorial: Advanced Networking and Local Prediction

Post by Eukara »

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.
toneddu2000
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: Tutorial: Advanced Networking and Local Prediction

Post by toneddu2000 »

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! :biggrin: It's great to see someone else who loves FTE! :lol:
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Nahuel
Posts: 495
Joined: Wed Jan 12, 2011 8:42 pm
Location: mar del plata

Re: Tutorial: Advanced Networking and Local Prediction

Post by Nahuel »

little OT: FREECS is awesome!!
hi, I am nahuel, I love quake and qc.
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: Tutorial: Advanced Networking and Local Prediction

Post by frag.machine »

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)
Post Reply