[DiscordArchive] Btw how do you know how pubg approach it? Personal research or read somewhere?
[DiscordArchive] Btw how do you know how pubg approach it? Personal research or read somewhere?
Archived author: will0x539 • Posted: 2023-08-21T22:21:56.788000+00:00
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Btw how do you know how pubg approach it? Personal research or read somewhere?
Archived author: robinsch • Posted: 2023-08-21T22:22:22.641000+00:00
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Well to be fair with 50ms server ticks and a travel time of maybe a second it would check 20x
Archived author: Azarchius • Posted: 2023-08-21T22:22:25.573000+00:00
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what I don't like about serverside stuff is that it's usually laggy, well, I don't really know what kind of collision system you're looking for exactly
Archived author: robinsch • Posted: 2023-08-21T22:22:49.741000+00:00
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don’t Quote me but I bet if you count the grid searchers currently firing
Archived author: will0x539 • Posted: 2023-08-21T22:22:58.900000+00:00
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Our players run much faster than wow. We also want projectile to projectile interaction. Projectiles can be small and very fast moving
Archived author: Azarchius • Posted: 2023-08-21T22:23:16.994000+00:00
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but there's a reason no _good_ fighting game is purely server-side, netcode works very hard in order to make sure that both players feel impact
Archived author: Azarchius • Posted: 2023-08-21T22:23:28.141000+00:00
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so long as server is _only_ doing validation, sure
Archived author: Azarchius • Posted: 2023-08-21T22:23:43.597000+00:00
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but if it's, you know, telling the clients when a projectile needs to ricochet
Archived author: robinsch • Posted: 2023-08-21T22:23:46.892000+00:00
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:Frozenorb:
Archived author: Azarchius • Posted: 2023-08-21T22:23:47.983000+00:00
Original source
won't be very smooth