Client-Side Prediction

Questions about the LÖVE API, installing LÖVE and other support related questions go here.
Forum rules
Before you make a thread asking for help, read this.
Post Reply
User avatar
Kuromeku
Party member
Posts: 166
Joined: Sun Jul 20, 2008 5:45 pm

Client-Side Prediction

Post by Kuromeku »

Hey, I'm new to networking and am trying to figure out client-side prediction with functions like applyForce/Velocity/Impulse - how I would go about doing it and overall making my game run smoothly. Here is my .love for an example of the game currently.

Run one first, select server, then run another and select client. Use the arrow keys to move (currently translates the entity for now, I've no clue how to use applyForce or the other functions as you have to set insanely high numbers and I'd only want it to move smoothly like 8 units in any direction).

http://files.getdropbox.com/u/1589505/greenshell.love
User avatar
Kuromeku
Party member
Posts: 166
Joined: Sun Jul 20, 2008 5:45 pm

Re: Client-Side Prediction

Post by Kuromeku »

Let me give you a REALLY new version...

http://files.getdropbox.com/u/1589505/greenshell.love
Post Reply

Who is online

Users browsing this forum: No registered users and 142 guests