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#!/bin/sh | |
curl https://get.docker.com | sh | |
sudo curl -L https://github.com/docker/compose/releases/download/1.23.2/docker-compose-`uname -s`-`uname -m` -o /usr/local/bin/docker-compose | |
sudo chmod +x /usr/local/bin/docker-compose | |
sudo usermod -aG docker $USER | |
echo "****************" | |
echo "* Docker and docker-compose have been installed" | |
echo "* The current user has been added to the docker group" | |
echo "* Close and restart this session or run 'su - $USER' to refresh your active groups" | |
echo "****************" |
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Server creates world and starts physics clock | |
Client creates world, starts physics clock and connects to server | |
Server receives connection request, creates client representation with a physics tick offset set to current tick | |
Server begins sending world state objects back to client | |
Client uses world state objects to populate world including positions (excluding the player themselves) | |
Client should be using a render clock which is faster than the physics clock: | |
- The client will always be painting frames that we do not have a state for (extrapolate from existing states?) | |
- Or we buffer a few states so we're always displaying accurate info but we'll be showing the recent past (can interpolate frames from these values) | |