4 ms·
For an example Hathora game that does client prediction and rollback, take a look at https://github.com/ourcade/flappy-bird-hathora https://github.com/ourcade/f
by hpx7 4y ago
For an example Hathora game that does client prediction and rollback, take a look at https://github.com/ourcade/flappy-bird-hathora https://github.com/ourcade/flappy-bird-hathora
- CJefferson 4y agoThanks, that is a really interesting example. I am a bit worried by "Dropped or lost input packets are also not handled in this example.", as I would have hoped handling dropped + lost packets would be a framework issue, not a "me" issue.
- hpx7 4y agoI'm not the author of the game so not sure exactly what they meant by that, but that game uses Websockets which are built on top of TCP, so developers shouldn't have to deal with dropped packets (and our UDP implementation will have automatic retry built in as well)
- fanick 4y agoThe trick is to always send previously unconfirmed inputs. That way if a packet is dropped the missing input is delivered in the next packet.