#How do I make SMOOTH projectiles

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tacit mist
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This problem is explained so vaguely and I have not found reliable information on it

I recently created a projectile system that was controlled by the server where client events fire the server to create and control the projectiles movement.

This resulted in a massive amount of input delay, projectile jittery-ness and overall completely unusable projectiles.

Ive read some information on fastcast and other modules like it but I dont know what to use.

The projectiles im creating/using are large spheres that are parts so they cant be hitscan.

I need someone to explain how I go about creating and moving the projectile and where/how I should replicate the projectiles movement.

Also if there are any projectile modules that match with what im looking for that would be great.

tacit mist
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ive read a lot about creating projectiles via client but controlling the projectile hitbox via server and what not

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what does use client side mean exactly tho

ember onyx
# tacit mist what does use client side mean exactly tho

He means to spawn the projectiles on the client and control them on the client. Doing it on the client of course leaves the network ownership up to the client's computer and then also, you don't have to worry about the replication delay from server to client. Look up network ownership, if you are insistent on doing it on the server-side, that is going to be pretty important to understand...

brisk sierra
tacit mist
brisk sierra
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ye

tacit mist
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do I create the projectile on client and then fire the server to replicate the projectile to other clients?

brisk sierra
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something like that, the second half is time rewind. look up how source engine does it

tacit mist
brisk sierra
brisk sierra
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on roblox? not that i've found

tacit mist
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me neither man lol

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so its more a lua thing

brisk sierra
# tacit mist so its more a lua thing

Client-side prediction is a network programming technique used in video games intended to conceal negative effects of high latency connections. The technique attempts to make the player's input feel more instantaneous while governing the player's actions on a remote server.
The process of client-side prediction refers to having the client locall...

tacit mist
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ohh prediction

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that is more familiar

brisk sierra
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i havent found any good resources for roblox specifically, so if you find any let me know. the concepts otherwise apply the same no matter what game, if there's multiplayer and networking, there is network delay/latency, which takes prediction to solve.