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by somehnacct3757
1439 days ago
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This is analogous to player position in any multiplayer game. One additional parameter to keep in mind is how real-time does your simulation of remote players need to be? If you don't need real-time positioning there's a whole other dimension of shortcuts you can take by introducing what amounts to a 'streaming delay'. In a lot of these apps the cursors can't interact with each other so you have no need for real-time positioning and its accompanying smoothing techniques. Cheat cheat cheat! That's how games get their performance, way more often than being smart they're clever opportunistic cheaters! |
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Not sure. Multiplayer games are easier to predict player movement. Once someone starts moving forward, you can predict that they'll move forward for a little while, start turning, continue forward and so on. Add in physics (like the motions/movements of a car, or the running of a human) and there will be constraints the player can't break (when you stop moving forward, you'll move forward slower and slower until you stop, maybe over 100ms or so)
But mouse movement is highly erratic. It'll be short of impossible to add any sort of prediction, as it'll be incorrect most of the time, instead of being mostly correct but sometimes not.