Re: I don't like the new velocity changes
Posted: 18 Oct 2009, 01:56
i don't think it's a problem with projectiles per-say. IMO, the problem is lies with players giving orders to units and breaking causality.
now, my question; are orders given to units timestamped? because if you knew the time an order was given and the velocity (just assume it's a move order in this example, for simplicity) of the unit and you should be able to interpolate to the proper position of all units after-the-fact. i do suppose this would end up with the potential for units to jump positions in a rather jarring manner.
the other option is to slow down the game speed so that the period of a game-tick is longer than the worst ping. SupCom does this (they have a rather large 500ms interlock put in so that you won't see any sort of problem if your ping is less than half a second, it also means there's up to that same length of time between when you give an order, and when it's carried out).
now, my question; are orders given to units timestamped? because if you knew the time an order was given and the velocity (just assume it's a move order in this example, for simplicity) of the unit and you should be able to interpolate to the proper position of all units after-the-fact. i do suppose this would end up with the potential for units to jump positions in a rather jarring manner.
the other option is to slow down the game speed so that the period of a game-tick is longer than the worst ping. SupCom does this (they have a rather large 500ms interlock put in so that you won't see any sort of problem if your ping is less than half a second, it also means there's up to that same length of time between when you give an order, and when it's carried out).
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