Trying to implement a follow command this week and it's killing me. I can't find an effective way to have a follow command client side and it just so not smooth for the client being server side. I think some advanced form of prediction could fix it but I that's beyond my talents right now. I"m going to shelve it for now and revisit. I can have the client receive the location of the follow target and apply a directional force and rotate to that location and then have a range check that is ticking down and when range its an acceptable distance it receives a new update and repeat. The issue with this is when it goes wrong due to lag or getting stuck etc. If it fails to ever reach the target it's just very easy to end up a buggy mess.
Server side I can use AI controlled nav pathing that works far better but again you just have that delayed process of having the server controlling your movement and it looks jerky on the client. I'm sure you guys have seen this in some games, so obviously even studios at times just say "whelp that's just the way it is"
Server side I can use AI controlled nav pathing that works far better but again you just have that delayed process of having the server controlling your movement and it looks jerky on the client. I'm sure you guys have seen this in some games, so obviously even studios at times just say "whelp that's just the way it is"