Original Post
Hi. I was going to use hplus' EPIC extrapolator, and I have a question about the synchronized timer it works on. I haven't done networked interpolation before, so I'm learning. I also couldn't find any real examples on network clock synchronization (oddly...) Here's my thoughts so far, and I'd like some feedback on my approach. - Server starts, and begins a ticker (from 0). - When clients connect, they are told of the server ticker, and begin their own ticker to match the servers (though they don't account accurately for latency until...) - Each positional update from the server includes the time it created and sent the packet. - The client will average latency based on the response time from the server, and try to keep its own game clock in sync with the servers (I haven't decided on acceptable variation yet; though I've read hplus saying less than 100ms should be sufficient). So is this what it takes to make EPIC happy with a timer? It seems EPIC takes a local time argument and the packet timestamp, but if the clocks are synched very closely... is that a problem? It must not be too complex since I had trouble googling any kind of real demo or article on a simple, but precise, network clock schema. I did see a lot on NTP, but I'm not sure if that's overkill or not. Is that a recommended method for time sync? Calling out to a 3rd party time server? Thanks in advance for any responses...