
Player vs Moving Object: Client Prediction Error/Warp Adjustment「Pivot」
I made this video because someone complained about NS2's "soft" collisions that allowed players to walk through other players when that player is moving. I see it as good thing personally because it prevents the problem found in most other FPS games because they all show limitations as shown in this video example. Because tremulous doesn't have this feature, "hallway blocking" as aliens is a major issue and causes many aliens to be incapable of escaping human chases (however it is also a tactic to stop aliens from escaping by running in front of them, but also comes at the side effect for the alien warping around like shit if they have high ping) but in NS2 an escaping fade will not be blocked by a gorge as badly, even though a basic collision will still happen for a short duration. Also, you can walk through stationary/non moving players in NS2 if you try to walk through them for longer than 1 second so it prevents "afk player blocking passage" issues too.
This video is an example of what you might expect in an FPS game without the ability to walk through players such as CS:GO.
Red box = The boundry box of the avatar state that the player sees. This is an extrapolated (predicted) state based on player's inputs based on the true client state.
Faint red box: True client state. You can actually see this client state in quake 3 based games using [cg_nopredict = 1] or if you play the original quake 1 in multiplayer.
Black box: What the client knows about the moving object that isn't properly predicted for one reason or another e.g. doors and players (Because doors can be triggered by other players, not just you, so when such events occur even if you predict the door state, you will still get the warping issue if other players interact with it so most developers either forget or just not bother with it as the effort doesn't outweigh the benifit)
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