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Smoothing out Network Corrections

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Hey,

I've been working on a physics-based player in PhysX and right now I'm trying to get networking to work. Right now I send input to the server and simulate physics locally. Then every 100ms the server will send the last input that it has processed as well as the current position, velocity, rotation and angular velocity. The client then checks if what it calculated roughly agrees with what the server just sent. If it doesn't, the client rewinds to the server's snapshot and replays all of the input and re-simulates the physics.  

Sometimes the …


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