Dual Netcode Timelines - WORK IN PROGRESS

Side‑by‑side: You→Server→Opponent and Opponent→Server→You. All controls update both charts and the summaries.

Presets

Latency & Tick

Client & Events

Simulates random network variance. Actual jitter will vary between 0 and this value.

Delay before opponent shoots (you shoot at t=0 or t=peek).

Corner swing (line‑of‑sight)

Adds physical movement delay before you can see opponent. Affects when your shot is possible and when opponent becomes visible to you.

Time before YOU can see and shoot the opponent.

Time before opponent can see YOU (e.g., they're also peeking).

Timelines

You → Server → Opponent

Opponent → Server → You

Server registers your shot
Opponent sees your impact
Delay you→opp
Server registers opponent shot
You see opponent impact
Delay opp→you

Each chart uses RTT/2 ± random jitter per leg (UDP). Server processes on same or next tick depending on arrival time. Interpolation buffers past data. Projectile mode adds bullet flight.

Visual perception — when each player actually sees the other

not yet visible becomes visible Δ —

Bars show the time from the moment of action until the moment the remote player becomes visible on screen.

Common scenarios (plain‑English)