fpsci-project-management's People
fpsci-project-management's Issues
Send ping only if it is ensured that we are connected to the server and the UDP socket is open
Fix server-side and client-side ping threads discarding all incoming packets (effectively breaking multiplayer)
Client receive World State
Server receive Inputs
Recieving client packets
Serialize userinput
Create World State Packet
Child of #11
Format MQP Plan and update Gantt for Nvidia
Set player spawn location for Server Authoritative Location
With Server Authoritative Location just implemented, players now spawn at (0,0,0)
Serialization of UserInput
Chile of #9
Server side weapon simulation
Make custom UserInput for server
Client send Input
eNet race conditions
Create report document
Store latest RTT value from each client on the server
Authoritative Server
Server send World State
Write background
Make ping interval data driven (add to .Any config)
Server overwrite client frame
Client side Extrapolate remote players
Write introduction 1.1 (about sponsor)
Server Side Simulation
Child of #3
Server uses a child of PlayerEntity
called RemotePlayer
and simulates movement and weapon fire.
Server uses a child of TargetEntity
called NetworkedEntity
and simulates movement. It will have an attached weapon for fire simulation.
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