Predict the owned player with input-replay reconciliation - #288
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Invert the strafe axis, center the HUD via the shared overlay, restyle the join screen as a centered dark modal, and drop the colon from its copy. Add PredictedTransformComponent (owned-entity client prediction with error-smoothing reconciliation) and the SceneReplication localPrediction seam, plus the NetworkTransformComponent idle-gap re-anchor so a resuming remote eases in instead of snapping.
PredictedTransformComponent now drives a fixed client tick, sampling and sending an input command per tick, predicting through the shared step, and reconciling against the authoritative pose the server confirms via the input-command ack (rolling back and replaying unacked inputs). The localPrediction seam takes a PredictedController (sample plus step) instead of a bare step. Supersedes the error-smoothing anticipation.
Player input now flows as tick-stamped input commands the server consumes authoritatively and the client predicts with the same advancePlayer step, replacing the owner-written input field. Adds a prediction toggle and a simulated-latency control so the difference between predicted (instant, reconciled) and interpolated (lags by the round trip) local movement is visible on one machine.
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The owned entity now predicts from local input and reconciles by replaying the inputs the server has not yet applied, replacing the error-smoothing stopgap that lagged by the round trip under real latency.
SceneReplicationgrows alocalPredictionseam supplying aPredictedController, and the Multiplayer example consumes input commands server-side with a prediction toggle and a simulated-latency control so the difference is visible on one machine.Draft until the next
dashwire/dashwire_replicationminor publishes (bdero/dashwire#1); the constraint bump from^0.1.0lands here once it does, so CI stays red in the meantime.