Hi again,

I was thinking on your "player moves to next received position and then stops and waits for next received position" concept. I think if you managed it right, the client entity would never have to actually stop and wait for next position update. Just giving you something to think about. How could you use some dplay variables such as dplay_latency and fps on the client to predict better when that client should arrive at next waypoint on his computer, minimizing any noticable wait time?

Loco


Professional A8.30
Spoils of War - East Coast Games