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Posted

I've created a program in VB to simulate LAG and packetloss, as well a couple of techniques to try and mitigate them both.

 

So far I've added extrapolation, as you can see its not a complete solution. If a sudden change of direction occurs it struggles. In subspace the client knows exactly where all collisions will occur, so no sudden unpredictable change in direction are possible.

 

I need to work out how to interpolate corrections in a good way (like subspace does) but hopefully this is a start.

 

Controls WASD and E = unpredictable change of direction

 

http://subspace2.net/sslagsimulation.zip

Posted (edited)
I don't get it. How do those lag simulators simulate the retarded whining used by players after I pwn them? All I see is mature math and graphs and stuff. Edited by Aileron

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