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dead-reckoning
Advanced tools
The simplest client-only implementation of a dead reckoning algorithm that synchronizes your real-time game client's world state to the server to hide latency.
UNDER CONSTRUCTION
Dead Reckoning algorithms (there are many implementations) are designed to synchronize multiple clients in a realtime network simulation together (e.g. CounterStrike, Quake, BattleField, Age of Empires, etc.). A simple dead reckoning algorithm simply let's the client simulate what it thinks the server is doing while it waits for the server to send it an update (normally for only 50-200 ms. at a time). A complex dead reckoning algorithm performs mathematical transitions from the client's current state to the server's state when it receives it (this does not do this).
For more information see (and what inspired this project):
Dead Reckoning Latency Hiding for Networked Games
This browserified collection of objects will allow your Javascript game client to implement its own dead reckoning implementation and appear relatively smooth even when your server has latency in the 200-300 ms. range.
No promises on how smooth though.
This mini library contains the following:
dead-reckoning
does NOT do:This assumes that the code to simulate physics and game progression exists on both your client AND server and that this code is identical and simply needs two objects to properly update:
All this can seem daunting. See the example GameClient.js
for information on how you can set this up in your game.
Testing is provided by mocha.
Example can be found in the code testing suite. I highly recommend looking there first.
0.1.1: Adding sending of client latency to server. 0.1.0: Initial working release. Used with Skyduel.
The MIT License (MIT)
Copyright (c) 2014 Joshua Jung
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
FAQs
The simplest client-only implementation of a dead reckoning algorithm that synchronizes your real-time game client's world state to the server to hide latency.
We found that dead-reckoning demonstrated a not healthy version release cadence and project activity because the last version was released a year ago. It has 1 open source maintainer collaborating on the project.
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