Skip to content

Navigation Menu

Sign in
Appearance settings

Search code, repositories, users, issues, pull requests...

Provide feedback

We read every piece of feedback, and take your input very seriously.

Saved searches

Use saved searches to filter your results more quickly

Appearance settings
forked from Viagi/StateSync

基于ET框架实现状态同步demo

License

Notifications You must be signed in to change notification settings

CUITCUI/StateSync

Open more actions menu
 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

4 Commits
4 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

ET-StateSync-DEMO

仅供学习交流.
此Demo是本人抽空学习研究和理论实现,完成时间较短,缺少完善流程以及模块化封装,仅供参考,如有问题请联系QQ:470667444

项目简介

本工程的目标是在ET框架的基础上,做一个状态同步的DEMO.
借以学习服务器端开发.和了解服务器/客户端交互细节.

特别感谢

1.双端工程基于开源框架ET所写
传送门: https://github.com/egametang/ET
2.服务端AOI使用 @初见 开源的ET-Module
传送门:https://github.com/qq362946/AOI

项目特点

1.状态同步
2.客户端状态插值+预测

状态同步原理参考

如何实现确定性的网络同步:https://www.jianshu.com/p/c1fb23afbabe
服务器将状态同步给客户端(状态缓存,状态插值,估算帧):https://www.jianshu.com/p/6c1b37735c85
客户端本地预表现:https://www.jianshu.com/p/5dbdf81c4e69
网络游戏同步法则:http://www.skywind.me/blog/archives/112
影子跟随算法:http://www.skywind.me/blog/archives/1145

未来发展

1.AOI状态同步(玩家视野区域创建,移除,更新其他玩家)
2.网络同步技能框架(前后端通用)
3.服务端延迟补偿(优先级搁置)

About

基于ET框架实现状态同步demo

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • C# 89.4%
  • Smalltalk 5.9%
  • HTML 4.3%
  • ShaderLab 0.2%
  • HLSL 0.1%
  • Batchfile 0.1%
Morty Proxy This is a proxified and sanitized view of the page, visit original site.