A map based dead reckoning protocol for updating location information No membership no registration adult cam
The instant a player controlling an entity moves the control stick, the vehicle deviates from a smooth, algorithmically definable path.
Under DIS, this is detected and handled by the computer that owns the entity.
The owner of an entity remembers the last time it put out an entity state PDU and also runs the dead reckoning algorithm based on that PDU.
Thus, it has a copy of what all the other nodes on the network are seeing as well as the true, latest value.
Last, the entity state PDU contains an identifier that tells all other nodes on the net which dead reckoning algorithm to use for this entity.
When other computers participating in the distributed simulation receive this PDU, they create local copies of the specified type of entity.
Of course, simulation entities don't always move in a predictable fashion.Network bandwidth is conserved and remote computers show smooth motion based on the dead reckoning algorithm.