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Real-time Networking in Slipstream

  • Slipstream uses Client-Side Prediction and Server Reconciliation for server-authoritative networking.
  • FishNet is employed as the high-level networking API in Unity.
  • Prediction is implemented through replicate and reconcile methods using FishNet.
  • Replicate method handles player input mutates the state on both server and client.
  • Reconcile method updates the client state based on the server's state.
  • Clients run slightly in the 'future' compared to the server to mitigate latency.
  • Entity interpolation is used to smooth out visual discrepancies due to server-reconciliation.
  • Interpolation is adaptively employed after an unpredictable input triggers server-reconciliation.
  • Linear interpolation is used to adjust player positions during visual updates.
  • Networking for real-time physics-based games like Slipstream involves complex strategies and trade-offs.

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