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474.0 474.0 92.0 1.3 GB

Keyframe sync using ECS(R)

License: Other

C# 98.20% C++ 0.02% Batchfile 0.01% ShaderLab 1.51% GLSL 0.04% HLSL 0.08% JavaScript 0.13%
csharp csharp-programming ecs frame-synchronization gameplay lockstep moba multi-clients network reconnect replays rollback rts rts-game starcraft udp unity warcraft3

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littlebee's Issues

Questions,

Hey, I'm glad the project is back. :)

Now with gameplay videos it's even better!
A question related to frame sync and state, are you working with interpolation/extrapolation/predictions or is it something more like lockstep?

Thanks,
Cheers!

你好

这个工程客户端不能生成entity 有部分脚本missing
麻烦你能看下缺少哪些么

你好

看了你的方案 感觉很好 有些问题想问下你 请问能加下qq吗

请教作者一个问题?

我看大部分帧同步的项目, 逻辑帧间隔都是使用累加的方式计算的.

请问以下两种方式有什么区别吗?

下面是伪代码

int tickRate = 100;

// 直接使用Thread.sleep方式
Thread.sleep(100);

// 累加时间方式
float timeSinceStart = 0;
timeSinceStart += deltaTime;
int tick = 0;
if(timeSinceStart % tickRate > tick)
{
// tick
tick++;
}

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