Enemy movement behaviour.

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Enemy movement behaviour.
Hi guys, I have been looking through the client for some time now and I cant find out how the client is figuring out the enemies position for each enemy between new_tick packets.

If you have any clues tips leads suggestions or advice please post here or pm me
Update and New_Tick are work toghether for updating position for objects, as far as i know.
Your client figures out what is happening in between that time. You get a update packet once than a new_tick every 200 ms. trust me the client is making it look smooth in the time between.
Quote Originally Posted by JustAnoobROTMG View Post
Movement interpolation?
@JustAnoobROTMG
I have been thinking about this for a while now. But for example if you take a standard snake. we know his speed but I think something like movement behavior patterns have to be at play. My initial thinking would be to take the enemys last known position and his new position, get the angle between then that will give you the direction he is moving between new_tick packets. then multiply by speed to get distance.

I just think that the snake is too random for movement interpolation but I could definitely be missing something I'm pretty new to the entire concept.
Quote Originally Posted by FainTMako View Post
I'm pretty new to the entire concept.
Same for me.
You dont learn this kind of things when at school. I learned how to analyse, and good coding practices but i wasnt aware of this concept until rotmg.
I am clueless about game coding.
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