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Dear Network Programming Gurus,
I've come to a point in my Semi-Massive Multiplayer First Person Shooter Role Playing Game development where its time to implement Dead-Reckoning. Unfortunately, I have a mental block (of some sort) preventing me from grasping techniques I've read about in several articles to include gamasutra.com and many others.
Any explanation in LAYMAN terms / Psuedo Code on techniques for Client-side Predition, Network Interpolation/Extrapolation, and Smoothing Algorithms would be greatly appreciated. I've elected to go with a Server-Client Network Model and combat is typical of the First Person Shooter genre.
Sincere Thanks in Advance.