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unreal network

时间:2015-01-13 19:23:04      阅读:350      评论:0      收藏:0      [点我收藏+]

frame move buffer: save move position


recive server sync:
All moves earlier than the ClientAdjustPosition() call‘s TimeStamp are discarded. All moves that occurred after TimeStamp are then re-run by looping

unreal network

原文:http://www.cnblogs.com/lightlfyan/p/4222190.html

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