5 ms·
Curious George here: why are you trying to predict where the mouse is going? :)
by throwtappedmac 2y ago
Curious George here: why are you trying to predict where the mouse is going? :)
- nwoli 2y agoJust to see how good the model is (maybe it’s creepily good in a fun way)
- Timon3 2y agoThere's a fun game idea in there! Imagine having to outmaneuver a constantly learning model. Not to mention the possibilities of using this in genres like bullet hell...
- teaearlgraycold 2y agoThink of the sweet sweet ad revenue!
- throwtappedmac 2y agoHaha as if advertisers don't know me better than I know me
- tasty_freeze 2y agoGame developers are constantly trying to minimize lag. I have no idea if computers are so fast these days that it is a "solved" problem, but I knew a game developer ages ago who used a predictive mouse model to reduce the apparent lag by guessing where the mouse would be at the time the frame was displayed (considering it took 30 ms or whatever to render the frame).
- orbital-decay 2y agoThe only thing worse than lag is uneven lag, which is what you're going to end up with. Constant lag can be dealt with by players, jitter can't.
- aeyes 2y agoQuake internet play only became acceptable when client side prediction was implemented, I'm sure it would be better to have real prediction instead of simple interpolation. https://raw.githubusercontent.com/ESWAT/john-carmack-plan-archive/master/by_day/johnc_plan_19960802.txt https://raw.githubusercontent.com/ESWAT/john-carmack-plan-ar...
- ukuina 2y agoWhat an amazing look into one of the greatest minds in programming! Thank you for this treasure. The relevant bits: > I am now allowing the client to guess at the results of the users movement until the authoritative response from the server comes through. This is a biiiig architectural change. The client now needs to know about solidity of objects, friction, gravity, etc. I am sad to see the elegent client-as-terminal setup go away, but I am practical above idealistic. > The server is still the final word, so the client is allways repredicting it's movement based off of the last known good message from the server.
- wongarsu 2y agoCompetitive online games commonly predict the player's movement. Network latencies have improved and are now usually <16ms (useful milestone since at 60fps you render a frame every 16.6ms), but players expect to still be able to smoothly play when joining from the other side of the continent to play with their friends. You usually want every client to agree where everyone is, and predicting movement leads to less disagreement than what you would get from using "outdated" state because of speed-of-light delays. If you want to predict not just position but also orientation in a shooter game, that's basically predicting the mouse movements.
- brigadier132 2y agoCatching cheaters in games might seem like a good use.