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Network movement smoothing for player sprinting

Currently when my player sprints in a network game, they send a reliable network call the server to update GroundSpeed, while also simulating the same update to GroundSpeed themselves.

What i’m finding is that when the player stop sprinting, they is very subtle jolt back. It’s as if the client has predicted that the player ran slightly further than the server calculated, and the server then corrects it.

I’m curious how others have implemented they’re sprint logic for network games.