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How to write robust, efficient and well structured client interpolation code?

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I have implemented client interpolation and it works well. But I don't like my current structure. It looks really ugly and created too many temporary objects, besides that it is really hard to maintain the code. I am not going to show too many logic here as it is very tightly coupled with other parts of my game. Note that my code is written in javascript but if you show me some direction in generic language or C++ that's OK too because I think the logic should not be too different. In my game I have hundreds of players and other NPCs, and every network update I get a timestamp. I just bundle them up in a very big state object. Let's call it "currentRenderState", similarly I have "previousRenderState" and "futureRenderState", which means the state I receive in last update and the state I receive in current update. I am going to interpolate from "previousRenderState" to "futureRenderState". The interpolation result will be stored in "currentRenderState". If next update state hasn't arrived and the player state hasn't reached "futureRenderState" I will interpolate from "currentRenderState" to "futureRenderState". So my state object contains a lot of information. state = { timestamp, allPlayerStates, allNPCStates } Here "allPlayerStates" is a very big object too. It contains all the states of all players and each player contains dozens or even hundreds of properties. Every time I interpolate I need to clear the object in currentRenderState, also I need to reference allPlayerStates and allNPCStates in "previousRenderState" and "futureRenderState" to get one of the individual state and interpolate it. At the end of the interpolation I create a very big temporary state object and put the interpolation value into this state object and assign to "currentRenderState". Then in the interpolation code I loop through the "allPlayerStates" of "currentRenderState", and assign the value to each player on client side. Also I loop through "allNPCStates" to assign the value to each NPC on client side. This logic works, but I feel tiresome each time I read through my code. Is there a better way to organise my interpolation code, and probably make it more efficient too?

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