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Thread: Dead reckoning for dummies?

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    Dead reckoning for dummies?

    Being an absolute "wood head" when it comes to math and anything more complicated than "IF ... ELSE ... THEN" I don't know where to start in MMF to create a dead reckoning routine.
    I've read lots and lots of facts through the years what it is and the principles in it but how do I implement this in MMF?

    Any advice would be much appreciated.

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    Re: Dead reckoning for dummies?

    That depends entirely on the genre. Platformer, top-down, etc.?
    There's no "official" way to implement dead reckoning (aka client-side prediction).
    Perhaps research a bit on how other games do their predictions (games that fit your genre, of course ).

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    Re: Dead reckoning for dummies?

    Quote Originally Posted by DarkKiller
    That depends entirely on the genre. Platformer, top-down, etc.?
    I'd say the principles are top-down but the look is a bit "tilted". So I'll start learning the top down and if needed adjust it for the tilt when I know how.
    The characters are horseback riders. If they are galopping full speed they will be "teleporting" back and forth all over the place without dead reckoning. P

    There's no "official" way to implement dead reckoning (aka client-side prediction).
    Perhaps research a bit on how other games do their predictions (games that fit your genre, of course ).
    I'm painfully aware of this and that's what makes it so hard. *Any* MMF example as a start would be of use just to get the idea how the math looks.

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    Re: Dead reckoning for dummies?

    top-down is pretty easy to make. A simple method would be to have other players as bouncing balls, then send the player's speed and direction whenever their cordinates are being sent - that way you allow the user to keep the player moving. That is dead reckoning.

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    Re: Dead reckoning for dummies?

    Well, in this case, I would recommend you to do something like this:

    When a player moves or changes direction while moving, send X, Y, direction (and speed if that's dynamic), and when a player stops, send X and Y

    Now, when you get a 'player moving' message, move the player in the direction specified by the message, and when you get a 'player stopped/changed direction' message, check the X and Y (and change/smooth player position if current X and Y differs much from sent X and Y) and obviously change the direction

    We should get some examples up really :/

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    Re: Dead reckoning for dummies?

    Good advice guys. Thanks!

    Yesterday I found an e-book that describes the dead reckoning very well. And 280+ pages with more useful stuff. It's called "Algorithms.and.Networking.for.Computer.Games" . Will study it and see if I get any wiser. Looking forward to start some tests.

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