Hi!, I'm currently developing a deterministic racing game and I have encountered a problem I can't seem to figure out the best solution for it.
In the client side every fixed time tick I perform client side prediction and store the result in history buffer,
than whenever the client receives an update from the server it perform reconciliation.
Reconciliation pseudo code:
- Discard old inputs
- Check if the diff between client state and server state is too big
- If true rerun client inputs on the received server state
- Than snap player to the received state
My problem is sometimes …