Re: [Algorithms] Network prediction algorithms specific to racing?
Brought to you by:
vexxed72
From: Jon W. <jw...@gm...> - 2010-04-17 16:07:43
|
If you do physical simulation of each entity on each client, then you can "interpolate" the assumed control inputs, rather than the position/state of the vehicle. You can assume that the player will want to turn into turns, accelerate on straights, etc. When you find out that you predicted the controls wrong, you apply a delta-control to the follow-on input controls (allowing super-natural acceleration/braking for the sake of "catching up"). There is some risk that you'll end up oscillating if you over-compensate, so there has to be a balance between compensating quickly and dampening the response. An alternative is to delay all the remote players by X amount of time, so that you actually have their input when it comes time to simulate them, but then you're out of "extrapolation" and into "lag compensation" territory. Sincerely, jw -- Americans might object: there is no way we would sacrifice our living standards for the benefit of people in the rest of the world. Nevertheless, whether we get there willingly or not, we shall soon have lower consumption rates, because our present rates are unsustainable. On Thu, Apr 15, 2010 at 1:34 PM, Megan Fox <sha...@gm...> wrote: > I'm currently fiddling with dead reckoning for a racing game I'm > working on, but this seems like a specific enough domain that there > ought to be specific-to-racing prediction approaches. We have a > fairly good idea of what the player is doing (trying to stay on the > track), and that would seem to give more data that isn't really being > exploited with standard approaches - but googling isn't turning up > much. > > Do such algorithms exist? Or, in practice, are the same approaches > used in FPSes et al still the ones to use here? > > -- > Megan Fox > http://www.shalinor.com/ > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > |