-
Notifications
You must be signed in to change notification settings - Fork 1
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Movement #1
Comments
How should movement be managed? Maybe have the client manage if the player can move somewhere and then send it to the server to beam it out to the others. -> Some form of representation of the map (and items on it) on the server side and manage position there and the updating of it. -> |
Bro no ones gonna try hacking also who cares about their movement It's all about the shots those need to go through server |
on second thought if we want restricted areas we will need this |
server map works best |
It's a little more complicated than that... and it's not only about hacking, but also collisions in general... and also glitches as the server will be able to prevent people from glitching into an object. |
Solution: We use another Godot project to be the server so that we can simulate where everything is (very basic visuals to save space)... This is why server meshing is important for large-scale games because the processing power it would take to simulate a huge planet is fairly difficult. |
The server updates at a fixed rate (i.e runs a constant 30 frames per second) to avoid those with higher fps from gaining an advantage (it may increase process time) |
The text was updated successfully, but these errors were encountered: