3 ms·
Extrapolation has some very serious drawbacks in action games which make it unusable though. You cannot just move entities forward in time by velocity*delta, be
by jakubtomsu 2y ago
Extrapolation has some very serious drawbacks in action games which make it unusable though. You cannot just move entities forward in time by velocity*delta, because that ignores all collisions with the world. So you end up with a lot of weird jitter and ugly effects like that. And once you start adding support for things like collision while extrapolating, why not just tick the entire game;)
- jakubtomsu 2y ago(collisions are by far not the only issue here, it's just the first one you run into)
- jayd16 2y ago> why not just tick the entire game In a multiplayer scenario, you might not have enough information to tick the entire game. You'll probably want to extrapolate input from other users, at least.
- meheleventyone 2y agoOn the contrary in multiplayer extrapolation is the last thing you want to do because the time to correction is long and the prediction is really coarse. It essentially results in a lot of corrections, applied late which looks and feels awful.