Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Simulate multiple ticks' worth of physics in a single tick? (Client-side prediction)

Hey guys,

So for a standard client-side prediction model to work, the client needs to be able to respond to the (always authoritative) server in a particular way.

For example; "I could create a buffer (a queue) of time-stamped moments, storing the physics info for the pawn, the active player inputs, and the time it occurred. I could then be compared the incoming server info with this info, and if it didn't match, roll the physics back to that incorrect moment/tick, correct the data, then re-simulate based on the inputs stored for each successive moment/frame up until the present time/tick." - https://forums.unrealengine.com/showthread.php?19955-Networking-Interpolating-replicated-movement-data-in-Pawn-without-modifying-source

It's the last part that doesn't seem possible at this stage. How do I simulate multiple ticks' worth of physics in one frame? I'm trying to roll-forward from the incorrect frame, as stated above, up to the current one, i.e.;

"The input and physics data I have stored on my client for the tick 2 frames ago is actually incorrect. I will set my new physics data to match the correct version for that tick (from server, delayed due to lag), then run the 2 frames needed, using the new physics info + my stored client inputs, to find where I 'should' be, and set my present-time data to match (move the actor, rotate it, etc)."

Any ideas?

Product Version: Not Selected
more ▼

asked Jul 24 '14 at 01:28 PM in C++ Programming

avatar image

453 41 47 72

avatar image ErebusWolf Jun 17 '16 at 11:56 AM

Bump I'm looking for this as well.

avatar image Blue man Jan 14 '17 at 02:31 PM

Bump, I am also looking for this.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

There's quite a long thread on this here: https://forums.unrealengine.com/showthread.php?135955-Networked-Physics-with-PhysX - def worth a read so you understand all the implications.

Also check out the source from this plugin to see how he's accomplishing this.


more ▼

answered May 02 '17 at 08:15 PM

avatar image

1.2k 57 67 98

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question