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Originally Posted by Soul-Blade
Gahahhahahahahahahahaa!
That is the funny of the month for me. You people seriously made hit detection client side? Are you insane?
If you want to reduce lag, don't think so directly into the issue. A game is an illusion - so think deeper. Create the illusion of no lag, regardless the fact that there is always lag. By making things so critical to the gameplay clientside (hit detection) you open yourself for exploit. And if hit detection is clientside...I would imagine health control is also clientside. That is insane.
This is what you would do if you're intelligent. You would make hit detection purely serverside. You would implement some clientside systems to give the illusion of no lag. For instance, a clientside hit detection check for the sole purpose to respond faster then the server, like a client variable which adjusts the images for health. It wouldn't actually change the real health, it would just be an illusion. Or, when the client detects a hit and the server detects a miss, you could implement something that says "dodge" or something of that nature to give it a less buggy feel and make everything appear as though it is meant to be. These are just off the top of my head - the point is making hit detection clientside is madness and it should be changed immediatly.
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Summing all of that in three words.
Use clientside prediction.