Multiplayer Platformer Log #5 – Entity Interpolation

In the third log we made the server authoritative and implemented client-side prediction. Now is the time to add other players and properly implement entity interpolation. Entity Interpolation In General The principle is pretty simple. Server sends updates containing positions of all entities (other players). Client waits a few updates before moving the entity while interpolating between the individual updates. As an example, if server sends updates every 100 ms, client can wait until it receives 3rd update (i.

Multiplayer Platformer Log #4 – Testing Environment

Motivation I am developing this game on Windows 10, but eventually the game server will be running on Linux (for obvious reasons). Testing builds and functionality locally is good enough, but testing things like client-side prediction, we won’t be able to properly check the behavior without some simulated latency and packet drops. We could probably use something like clumsy on Windows for that, but personally I would still like to test on the target OS.