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Home Page: http://gommo.demostage.ru/
Simple mmo-rpg on phaser.js and go
Home Page: http://gommo.demostage.ru/
Currently, we can observe a glitches on client side (especially when try to rotate player). Lags happen for many reasons :), but one of them is not so smart prediction mechanism.
We need to keep history of players commands on server side and save in client history of its own commands. Then we need to send from server not only snapshots but last version of command history and on client side we need to compare it with client history and deside, do we need to update coordinates of player and it's rotation, or it was already done by client prediction
Also, we need to think about cleaning mechanism
Need to remake server response model. Need to create a timer, that will send game state to all player in some fixed period.
This includes adding a collision manager and event handler when players or bullets are collided.
If run game locally, you'll see that at some point in time (it happens pretty fast) position of the same player on different browsers differs from each other.
I think this is because of relative updating coordinates through decrementing and incrementing location's axises. Need to convert that to absolute coordinates.
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