warp is term used to describe rapid unrealistic shift of online game
it looks like opponent jumps aside say being in airplane for example by
50-5000 meters (in game world distances), that is known to fly straight
forward with quite smooth maneuvers.
usually it happens when player or opponent has unstable tcp/ip ping
if player has long but constant ping, say 800ms, it does not cause
player (or opponent) must have unstable traffic to game server, say
varying from 10ms to 1200ms. with some packet loss probably.
i witnessed warps even in delta force when LAN hub went mad and added a
huge lag. opponent appeared 10 meters left, disappeared and appeared
10meters right and so on. actually all he did is doing one step left and
one step right.
in online avialimulators sometime microwarps (±20m) can be found when
attacked opponent really does not want to be hit by pursuer and he
performs a trick named “joystick jerking”, causing online client to send
to server a twisted coordinates.
generally the picture in online games is that player sends his
coordinates on a regular basis, 1, 2, 4, 10 times per second or so.
server performs broadcasting to other players occasioned nearby in
visible range. so we have a sequense of coordinates marked by
server-side receiving time stamp. in some cases in coordinates packet a
playstation time can be found.
i will speak from the server programmer point of view.
so, here is the question.
where should i start searching algorythms for smoothing such warps
having server code in my hands?
i mean (except discarding outdated tcp/ip packets with coordinates) i’d
like to make a smooth trajectory of any player, whether he has good, bad
connection or jerks the stick.
i tried 3-degree polynome extrapolation based on last 1 second of
(in spreadsheet calculations)
but this method adds an artificial lag, so when player evades from
attack, others see it after the same 1 second.
thank you beforehand.
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thanks for answer.
first article refers to some kind of exponentially smoothed moving
average, that brings in an artificial lag. i tried it.
second article is “too system” and “nothing mathematical”. this system
level is currently unavailable to me.
is there other mathematical ideas for smoothing airplane trajectory?
I always thought warps were solely due to packet loss. Ping times that
vary wildly is usually due to a saturated network, which will result in
packet loss. I think…
BTW, here’s a good guide for those unclear on the OP’s question:
This book has a chapter on latency compensation techniques:
Latency and scalability: a survey of issues and techniques for
supporting networked games
Once you find the right keywords, Google is your *best* friend!