Vehicle motion prediction that guesses where other clients should be in real-time to get rid of collision issues in a racing game caused by latency.
The right window shows the client driving the car, while the left is shows another client’s prediction vs. the server replicated car.
The leading car on the left is the client prediction, while the car trailing behind shows the latency a car game would normally experience. The prediction takes ping into account and is more accurate to where the client actually is, and can be used in collisions.
Still a work in progress, this was my first attempt at it today
Here’s another clip showing off the motion prediction. The green outlined car is the prediction, while the red outline shows the actual network replicated car.
Here’s an example of a vehicle collision that commonly gets messed up due to physics replication latency: