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SOW Waterloo Multiplayer Wednesday 22/05/19 @ 22:00 CET

1 year 6 months ago #1 by mitra76

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    1 year 5 months ago #2 by mitra76

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  • The following user(s) said Thank You: Biondo, r59

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    1 year 5 months ago - 1 year 5 months ago #3 by r59

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  • Thanks for sharing, first of all.
    Took me a little bit of time, but I watched it entirely. :)
    Overally very enjoyable, but those MP hiccups (P2P lockstep ack waits, right?) were rather severe, especially on the follow camera mode.
    Wouldn't be possible to apply some kind of smoothing / spring-damper like function over there?
    My MP programming skills aren't barely close to decent (and Norb's are brillant, on the other hand), but...
    If one could simply hold in memory the unit position at -2 ( A ) and -1 ( B ) simulation ticks (refreshed at 10hz I think?)...
    And then, updating the camera position at unconstrained frame rate (decoupled), interpolating between states A and B...
    As far as I could tell, trading smooth camera movement for a small presentation delay, shouldn't raise big user responsiveness issues in a game like SOW.
    Even at the fastest galloping speeds.
    Any idea?
    Last edit: 1 year 5 months ago by r59.

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