Hello everyone!
I am working on and online multiplayer game where players are in a controllable space ship.
For the Simulated Proxy replication of the ship I am basically doing a lerp from it’s current location prior to the network update to the new location reported by the server.
The problem I am currently running into is with the client moving around inside. When the client moves towards the back of the ship it will appear as though it is hitting an invisible wall and start to jitter wildly. This “wall” will move closer to the front of the ship the faster it
goes. I realized that this is because according to the server the client has collided with the back wall of the ship since the ship’s location is technically ahead of the client’s. I am currently testing the network update frequency to once per second, so it becomes very apparent very quickly.
I know that I can split the interior and the exterior of the ship into two separate pieces and not worry about movement of the interior but I was really hoping I could mess around with player’s momentum in zero g.
Does anyone have any suggestion about how I might get past this?
Thanks