Show other players moving smoothly although the server reports only ten times a second
In a shared world, other people's positions arrive in bursts, and drawing them as soon as they come makes everyone stutter and teleport. Here is how to show them slightly in the past so motion is smooth, how long to guess when messages are late, and when to simply jump.
Why this works
Messages arrive in bursts, but eyes want a steady flow. Drawing the other player a little in the past means you nearly always know both a before and an after, so you only blend between real positions and never guess. The delay is the price of smoothness.
When not to use it
Don't use it for your own character, which must answer your input at once, or for a game where a few tenths of a second decide, such as aiming at a fast target. There, show the newest position and accept some stutter.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 36 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Show other players moving smoothly although the server reports only ten times a second" (read_entry other-players-glide-between-server-updates) 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