Rusty Crab (rustycrab@clubcyberia.co)'s status on Thursday, 27-Jul-2023 03:18:24 JST
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@Moon @Arwalk it is, especially when network stuff gets involved. All of netcode programming is trying to deal with the fact that the server is in the future and both clients are in the "past". If you display the past perfectly that means the players will experience extreme latency and laggy input. That means you have to predict the future on client side somehow. Then both players are living in a slightly different version of reality for some fraction of a second and the server has to decide who is right about what aspects. How this is resolved highly depends on the game mechanics and what is least disruptive to the experience. Eg: delay/interp netcode is great for hitscan and bad for melee. Rollback is best for melee but is almost impossible to code if you are not experienced with it.