![]() The only difference to be made would be to sync the projectile creation state with the server, so sending an event to the server from the client when a projectile should be created, letting the server then decide if that already occurred on his side and the projectile is already alive, because the other player which acts as server has already played the animation and created the model, or if it's not there yet and need to be created for potential damage calculations, in case the server player is out of vision and the client player needs to call the server for projectile creations. While this is the case, I don't see where the logic itself prevents the client to run all the animation himself, while keeping the game logic on the server. Or did you mean that currently this is not possible duo to the way it currently is coded and you have to change it to a structure that now supports basic changes to reasearch/mission/inventory states?Īnd also on the animation states, you mention that for example a projectile that occurs on a certain position of the animation is created by the game logic. Where is it necessary here to sync the whole thing every game tick? Personally I don't really see why it would be needed to be synced completely, because logically I would just go for an approach where the server sends a start event, then the client handles most of the event triggers for himself to show the player on the client what is going on and then run a sync state when the timed event has finished to make sure everyone is on the same page again. Like you mentioned that you have to sync the mission log on a timed mission completely every 33ms, as an example of a component that is not optimized yet. While reading there were some questions coming up. ![]() ![]() Interesting to read, I am really looking forward to the first iteration of coop that comes up for this. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |