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Networking · guide

Smoothing received motion

Drawing a networked object where it was rather than where the last packet said it is, and who owns the buffer that decides.

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  • Networked players — Giving a connection a body, predicting its movement, and proving the two ends agree.
  • Parent-relative transforms — Replicating a rider on a moving vehicle, and sending only the axes an object actually uses.
  • Round trip and jitter — The RFC 6298 filter every latency number in the engine comes out of — a smoothed round trip, a smoothed deviation beside it, and why the deviation is the one that sizes buffers.
  • Pose precision — Spending fewer bits on the bones of a replicated pose that nobody is looking at.
  • Lag compensation — Judging a shot against the world the shooter actually saw, and getting the ring filled without anybody remembering to fill it.