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Update physics world manually for client-side prediction

Discussion in 'Programming' started by ScimitarDD, Feb 11, 2019.

  1. ScimitarDD

    ScimitarDD Member

    May 3, 2018

    I'm currently making a physics based online game (server-client based) using GMS2's Box2D physics. To reduce latency issues I want to implement client-side prediction (setting the physics back to an older state when an update packet from the server arrives at the client and re-simulate physics to the current time frame). The re-simulation part is the problem because GMS2 updates the physics world automatically. Is there a way to manually call the physics update with a given delta value so it's possible to simulate like 5 frames at once (I couldn't find a function like that in GMS2's manual)? Or is there a good workaround for that?

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