#Statemachine help.

1 messages · Page 1 of 1 (latest)

viral dirge
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would it not be related to invoking the server? how big is the delay?

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@slow drum

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nvm, didnt realise you sent a clip

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okay yeah, it seems very likely it's about invoking the server / waiting for the server to send back to the client

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why not handle animations locally?

slow drum
jade kiteBOT
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studio** You are now Level 4! **studio

slow drum
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but the server is firing to the client to play the animations

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and yeah thats the problem

viral dirge
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yeah that's what i mean, better to just handle the state on the client entirely and have the server validate / correct if it's wrong, right?

slow drum
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im just gonna have another state machine on the client to handle the animations

slow drum
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and having the states on the client doesn't really make sense

viral dirge
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true, to an extent tho

slow drum
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so ill just have one for the server and one for the client

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and ill have the client statemachine update based on the server one ig

viral dirge
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would that not have the same issue?

slow drum
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yeah ur right

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uh

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ima js do 2 that work independently from eachother

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but are on teh same page

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and have information only be read from the server

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and client js explicitly be used for animations

viral dirge
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honestly, might as well let the client decide walkspeed too (immediately that is)

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rather than having the server validate it whenever they press shift or whatever your sprint button is

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it's better feedback and you can always detect if it seems off on the server

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consider that the client already has full network ownership of their character, they could fly about if they want to (exploiting ofc)

slow drum
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yeah

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its js gonna be annoying breaking up the module into 2

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for the server and client

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well

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prolly not

viral dirge
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for real