#Sync debris between clients

1 messages · Page 1 of 1 (latest)

craggy topaz
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...i get killed countless times because someone blows a wall next to me and just shoots me because they apparently don't see the debris between us.

EDIT// and also sync smoke... please and thank you.

weary sierra
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The fact that a lot of stuff is client side for some reason is… yeah, idk why. Debris and smokes are the most glaring examples as to why this isn’t a good idea

craggy topaz
frozen coral
copper kayak
frozen coral
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Not sure if the debris from others shows on higher settings but as someone who plays on very low settings, i dont think ive seen it actually happen

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It just disappears unless its a larger object

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Like scafolding or a crane

copper kayak
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The issue with smokes is how the client communicates to the server. Smokes are not client side, their state is however desynced from the state thats consistently shared by the server. Based on client based observations*

craggy topaz
frozen coral
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I forgot which one it was but its somewhere

craggy topaz
copper kayak
craggy topaz
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Granted.. i personally only programed it for a 2D game which makes it much easier but it worked like a charm and reduced the amount of packets by a lot and gave me the option to make way more stuff destructible and still have it kinda synced... maybe i can still find the game somewhere... haven't played it since probably 4 years now...

copper kayak
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That is in your game, this, is battlebit.

craggy topaz
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Just saying that it is possible 😄

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I honestly should start suggesting everything i have in mind tho... seems like i am hitting some good spots here 💀

frozen coral
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Dunno how well it would work in a lobby with like 250+ people and a 3D, very destructible enviroment with already a lotta things to calculate and whatnot

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But you do you i suppose

craggy topaz
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Would help to know the sourcecode to check if it was possible and to check what gets calculated client-side and what not BUT... the smoke and debris already gets calculated clientside and a defined finite-state-machine should have roughly the same performance... so.. there would probably just be one additional packet to say "ok, here ie debris with that location and here are the vertices... do your stuff".. ok.. its probably not just one packet i guess... but still... shouldn't have a big impact on the server or the client.

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deterministic.. state machine... damn

copper kayak
craggy topaz
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Was looking for "deterministic" the whole time.. xD

copper kayak
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Shruge You just off making some shit up

craggy topaz
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Well... i am not the person who came up with that idea on how to do stuff like that... actually... other games did... 😄