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Extrapolation of rigidbody movement at high speeds

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Hi everyone,

We're making a multiplayer (2-4 players) car game where the goal of the game is to crash into the player with the money, so that you get the money, and then you try to escape from the other players.

Here's an image to give you an idea
[​IMG]


It's a game where speed is pretty high, and precision has to be as good as possible. So so far we've been doing movement on the client, and then doing reconciliation and extrapolation on the other...

Extrapolation of rigidbody movement at high speeds

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