Draw enemies smoothly from a few updates per second, and what to do when updates stop
Enemies controlled by the server arrive only a few times per second, and drawing them as they come looks like stuttering. This entry shows how to show them smoothly a little in the past, and how far to guess forward when a message is missing before they should simply stop.
Why this works
Updates arrive only a few times a second, but the screen draws far more often. Showing enemies slightly in the past always leaves two known points to glide between, and guessing ahead only briefly, then stopping, keeps them from running through walls and snapping back.
When not to use it
Skip it when what you see must be as current as possible and a short delay hurts, as in a fast duel, or for things that move in jumps by design, such as cards or board pieces. Show the newest place directly there, or shorten the delay.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Draw enemies smoothly from a few updates per second, and what to do when updates stop" (read_entry interpolate-remote-enemies-with-limited-extrapolation) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP