I was thinking of different ways to approach it and improve the prediction code. One thing that doesn't seem to be taken into account is rotation velocity in relation to the linear velocity/position prediction. (Imagine moving around in a circle, and rubberbanding in a tangent out of the circle constantly as you lag)
Also a maximum distance for the prediction to run on so it doesn't keep predicting forever. Tracking the linear and angular velocity in cubic interpolation seems handy and much more seamless from testing. (I use it often in LSL scripts for vehicles when two vehicles need to keep track of each other accurately when 'attached', it works really well and could be applied to the client for avatar prediction too in a similiar sense) Just some ideas I was fleshing out over time since I am in the combat community and lag can be destructive to the high-speed experience. - Nexii On Fri, Jan 8, 2010 at 1:37 PM, Aleric Inglewood <aleric.inglew...@gmail.com > wrote: > > > On Fri, Jan 8, 2010 at 5:24 AM, surangika ranathunga <lady_ra...@yahoo.com > > wrote: > >> (well, I did have sometimes noticed the avatars (even my avatar) going >> back slightly and again start moving forward). >> >> > Called "rubber banding", very annoying. If you could improve that > then I'd be very interested in reviewing your patch and committing it. > > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/SLDev > Please read the policies before posting to keep unmoderated posting > privileges >
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