patriot87 wrote:I've seen games that do that. It's pretty comical if you ask me, having your character run around at light speed, wildly flailing his arms. Is it better than teleporting? Maybe.
The problem is on step 1, where updateDestination message came 500ms late, but character animation takes exacly 1000ms, so I can't interrupt it's animation, but I also need everything to synchronized..
There must be solutions to this situation.. I was thinking about one(I want to know if it's correct or not, any suggestions are welcome :P)
- Get the latency value, let's imagine 450ms
- Make some calculus about foreign character speed, and update character frame not in 100ms, but in 55ms[Total animation time - ((Latency/Total animation time) * 100)]
This will create some quicker character animation, but I will avoid teleports.. What you think about it?