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Questions tagged [movement-prediction]

Movement prediction is the estimation of where an object will be in the future based on current and/or past information about that object's position.

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I've been developing games as a hobby for a few years now and one thing that I like to do is to replicate games or a specific mechanic about them to understand how they work. I am sorry in advance ...
Guilherme Conti's user avatar
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I have some difficulties with my basic collision system in croweded places as it is based on simple box to box or radius detection. Sometimes characters are stuck to something or stopped because there ...
philB's user avatar
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I'm looking for help because there is one thing from the game loop which I don't clearly understand. I'm in some way of doing implementation of my own 2D game engine based on book „Build Your Own 2D ...
Jakub Kowalski's user avatar
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I am working on a real-time multiplayer soccer game. Currently, on my game, I created an architecture like that: Every client has a copy of the game state, also the server has it too. Clients send ...
Mustafa Akdeniz's user avatar
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I'm trying to predetermine if a projectile will hit a target (before the projectile has been fired). The projectile settings include an Initial Speed, Acceleration, Max Speed, and a Turn Rate. I'm ...
Charles S.'s user avatar
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1 answer
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I'm designing a simple MMO game server with the help of ENet (reliable UDP library) and the Godot engine for client-side. I've read tons of articles, guides, stack exchanges questions regarding ...
Mdr's user avatar
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I'm trying to calculate an uniformly accelerated rotation for the autopilot module in my 3d space game shooter. The autopilot should fly the spaceship to any given point in the 3d space on the ...
user2850375's user avatar
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1 answer
511 views

I've currently implemented rollback netcode with a central, authoritative server (wooh!). I'm running into issues where if players have zero input delay, the other players see them "teleport"...
sailormoon's user avatar
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I am trying to predict where a player will be next based on where they are now in Java. I have their XYZ position, their XYZ motion, but I don't have their speed. How can I predict where they will be ...
Day Trip's user avatar
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I have a solar system where each body interacts with each other by force F = Gm1m2/R^2 Is it possible to predict future position of some random body after t seconds since bodies velocity and position ...
Robotex's user avatar
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Ive been working on a prototype for client side prediction in multiplayer games, Ive managed to make it work but for some reason the prediction breaks when the latency fluctuates. For example if I ...
Graziano Bolla's user avatar
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This one is a bit complex. So, I'm working on an FPS game that uses deterministic lockstep netcode, it can predict certain things like the player's own movement, weapon firing, and sounds. Entities ...
Jordon Moss's user avatar
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I started a new project, a fast-paced online game (some sort of 2D MOBA). I encountered a problem with the part of netcode about client prediction & server reconciliation. Game Mechanics: 2D - ...
saqirmdev's user avatar
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Feel free to skip to the bottom and see the actual question. NOTE: Question updated below based on comments I am trying to make a space game and implement basic movement, unlike most, this is a ...
TyCobb's user avatar
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I am building a very tiny first-person multiplayer game. I'm just aiming to get the basic rights: client-side prediction and reconciliation + entity interpolation. I have read many articles on these ...
user115675's user avatar
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1 answer
564 views

I'm curious what is the valid calculation of a projectile trajectory in case when: surface is not flat but spherical like a planet drag is enabled (for example 0.1) and we are in 3D I've found ...
Panthesilea's user avatar
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3 answers
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This question has been asked many times before, but most of the answers give solution to the problem where ball (target) is assumed to be moving at a constant velocity. In my scenario, I'm making a ...
Ashish Gogna's user avatar
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Continued from the answer here, I have some problem when the aircraft in my game has inertial forces after going forward and turning itself. To illustrate, from the following image (https://i.sstatic....
IndyKuma's user avatar
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I am trying to write a movement prediction code. I have found the quadratic method with these topics: [1]: How to calculate shot angle and velocity to hit a moving target? [2]: http://...
Dicaste's user avatar
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2 answers
404 views

I'm making a 2-D dice rolling game in BASIC (think mechanics similar to Devil Dice on the Playstation, but top-down 2D graphics). I'm trying to accurately represent the transitions of a die when ...
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I'm working on a multiplayer game which involves a huge amount of predictable AI enemies, and a few other players. The enemies are the most important to be accurate, because the game involves pixel ...
Stovoy's user avatar
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so I tried to get those first and third ball to be able to move with same pace no matter how curvy their target path is, I tried to get the y position of the target that the ball is moving to, but I ...
Mira's user avatar
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1 answer
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I have a game server which, for testing purposes, is updating once per second, or 1hz so I can correctly implement client-side prediction. Everything is running locally at the moment so there is no ...
jjmcc's user avatar
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2 answers
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I'm trying to picture in my head what would be required to make an AI controlled enemy do the following in a top down pirate sailing game: Approach the player ship Bring player in line with port / ...
Chris Morris's user avatar
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I recently started working on my first multiplayer game and learning multiple game server mechanics. The game itself uses mouse movement. For the first version I used a very simple approach, where ...
SpeekaDievs's user avatar
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In the last month I have been struggling with an issue, movement synchronization of a leap of an AI agent in a MMO. I know some theory and basic movement was not a problem with interpolation and stuff,...
Alakanu's user avatar
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6 answers
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I'm working on a throwing knife type weapon where a player free aims and then throws a knife. The knife spins through the air and on collision stops spinning and parents itself to the object it ...
FrontEnd's user avatar
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2 votes
1 answer
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I want to implement a strategy/artillery game, similar to Worms/Arcanists. As game-development (and game-networking especially) is new to me, I was wondering whether this would be a good/performant ...
Jasper Catthoor's user avatar
4 votes
2 answers
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I'm trying to build a simple networked game and I'm having trouble keeping a jump in-sync on the client and server. I've read the free gaffer on games articles and it's helped somewhat but I'm still ...
user1157885's user avatar
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I'm currently designing and implementing a multiplayer game server for a fairly basic 2D tile game (somewhat similar to old Zelda games like LttP). The PvP aspect of this game involves fast paced ...
RelicBloodvayne's user avatar
3 votes
1 answer
650 views

I am trying to implement client side prediction as in this article http://www.gabrielgambetta.com/fpm2.html Currently I'm doing it like this: the game runs at 60 FPS. 60 times per frame I check if an ...
skmr's user avatar
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15 votes
2 answers
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I'm implementing a game server that supports Star Control-like melee. So you have ships flying and shooting, with super simple velocity/acceleration/dampening physics to drive movement. I've read ...
OpherV's user avatar
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1 answer
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I am building a 2d multiplayer game with no physics and my own authoritative server. Already have all players getting synced each with other but their movement isn't so smooth yet. Here is the ...
Devester's user avatar
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2 answers
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I am programming a multiplayer game. I calculate the ping in ms as : ping = the_time_i_recieved_pong - the_time_i_sent_ping I implemented client-side prediction ...
Oğuz Eroğlu's user avatar
1 vote
1 answer
157 views

How could I efficiently calculate shoot direction for enemy AI in order for it to hit the player? Things I know: player position, player velocity, gravity, bullet spawn position, bullet initial ...
Gintas_'s user avatar
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2 votes
1 answer
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How would client-side prediction for movement work? From how I understand it, the player inputs "Move Forward" and the character on the player's computer instantly starts to move forward. It also ...
JPtheK9's user avatar
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1 answer
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There is a multiplayer game and server sends to all clients a message when a shot happens, containing bullet position, bullet velocity and timestamp. By having timestamp, we can calculate the lag, let'...
Gintas_'s user avatar
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14 votes
3 answers
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i'm trying to move a sailing ship to the point where i clicked with the mouse. this movement should be realistic (oar at the back where the ship moves around) so if the mouse click is left and in ...
DavidT's user avatar
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3 votes
1 answer
556 views

I am programming a multiplayer game and I am concerned about the bandwidth dedicated to player movement. Imagine a 2D top down game where players can move towards any angle using the joystick. The way ...
oxysoft's user avatar
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0 answers
380 views

Im trying to create a top down shooter with multiplayer functionality. So far im using Box2D for my physics Simulation. The last few days I played around with syncing movement between Clients and ...
sro5h's user avatar
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2 votes
0 answers
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I'm stuck on how to make a preview trajectory for a projectile appear when holding a button. The trajectory should start at a certain position on the scene and end wherever the player points their ...
Ssiro's user avatar
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0 votes
1 answer
597 views

Having a NetworkTransform with transformSyncMode set to SyncRigidbody2D (as opposite to a ...
o0'.'s user avatar
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4 votes
2 answers
2k views

I don't fully understand how client side prediction works with authoritative movement. Let's say we have: client at position(0,0) server at position(0,0) Now the client wants to move forward and ...
Maik Klein's user avatar
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1 answer
763 views

I've looked around and almost all examples is see have a velocity vector which I do not have, or at this point am unable to figure out. Im trying to find the 3D position where i can launch a trap in ...
Richard's user avatar
3 votes
3 answers
2k views

I have read a lot about movement in multiplayer games, but not so much on preventing cheating. Let's say a client sends moves packets whenever the player press a movement button, then the server ...
Newbe763547634's user avatar
10 votes
2 answers
2k views

I'm building a realtime multiplayer game that runs the same 'physics' loop on client and server. I'm using a steering behavior 'wander' that is essential random movement. The client and server ...
kevzettler's user avatar
1 vote
1 answer
155 views

We know for an object: Initial point O(x,y) Initial speed (s_x,s_y) Constant vector module aceleration (A) A point P(i,j) where we have to pass through in the future. We need: A point W(x, y) so the ...
freesoul's user avatar
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1 vote
1 answer
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Taking Candy Crush as an example: In a Match-3 game, how would you figure out which nearby tiles are 1 move away from creating a match? Do you basically have to do it by trial-and-error on every ...
chamberlainpi's user avatar
2 votes
1 answer
621 views

By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
Willem's user avatar
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8 votes
1 answer
911 views

I'm making a real time shooting game with Box2D as the physics engine. The gameplay is mostly about trajectory, like Angry Birds. I want to make a slow motion effect and move camera to the player when ...
Arch1tect's user avatar
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