Netcode progress

April 21, 20243 min

Footnotes

  1. clarification: the game uses ticks to track time. Each tick is one frame of the game. The client may deviate due to freezing, therefore falling behind the server's ticks. The client may also run slightly faster than the server due to operating system scheduler timing differences. For these reasons the server will tell the client if it needs to run faster or slower, or if the difference is too great then the server will just tell the client to add or subtract from its current tick translation. The tick translation allows the client to continue tracking time in its own ticks, but then to translate when comparing the server's ticks to its own: subtracting the server's tick units by the translation amount gets the client's tick units. Likewise the client can translate the ticks that the server sends to it to be in its own tick units (by adding).


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