#💬 kaizagidoraʹs Feedback
1 messages · Page 1 of 1 (latest)
are you sending client animations to the server via remote or smth
it'd be more smoother to handle all animations on the client
They aren’t animations
There literal calculations
Tail and neck / terrain alignment
They get sent to the other player to reconstruct it on there device
Server does no calculations
It just helps send data
Through the network
With verification checks
isnt that literal animations 🫃

you can still have all of this be ran on the client rather than replicate it on the server
Sorta but they aren’t premade
the server isn’t replicating anything
It’s just sending data
^
why are you sending data....
still sending information to the server......
like i get you cant get the camera position from a client but that'd still be a security flaw if you're sending the camera position to other clients
you don’t know what I’m sending
All I said was math calcs
You don’t know how the framework is made
You know nothing about the system
So why do you keep assuming
First
get this guy on the top 10 delusional list 🫃
just common sense rlly
if you want it smooth have it ALL be handled on the client
don't send information to the server to then relay it to the clients (UNLESS ABSOLUTELY NECESSARY)
only have the server validate things 🤷♂️
that and you can get remote data with just a remote spy
https://devforum.roblox.com/t/tired-of-remote-spoofers-lets-fix-it/2577431
smth good for you tho
Overview Hello fellow developers, Today we will be explaining what remote spoofing/hooking is and how to prevent it. This tutorial will include a basic example of preventing remote spoofing/hooking the example includes a Sprint script. If you find my tutorial helpful, please consider upvoting it. Thanks! - Pingu What’s remote spoofing? Ok...
Mind explaining to me your solution to redoing this so no data gets sent to the server while still keeping it accurate
And also working with graphic quality and distance of players if they are streamed out
Like a list
movedirection...
velocity..
animate accordingly similar to how the client does to itself
Okay well tail is understandable
But what about neck rotation

i mean you could probably make it dependant on other player distance, whether or not have the neck face towards nearby players and if not just have it face in the facing direction 🤷♂️
might be a little over the top but that's a suggestion 😭
that orrrrr
get the general facing direction of the camera (not position or orientation)
and send it to the client from the server at intervals to prevent server lag
but overall the whole handing everything besides the neckmovement on the client is more preferable over server lag
Okay and terrain alignment?
raycast down the legs and use the kinematic chain algorithm 🤷♂️
So fire a raycast for every other player on your device
i guess yeah
unless you want to use a single raycast to get the surface normal
but then again i feel like the max players of a dinosaur game is abt 20/30 players
and raycasting is rlly cheap if you use it the right way
There are 2 raycasts being fired a hip height one so they don’t clip into the ground ( moves with the rotation of the dinosaur) and one that gets a Angel ( doesnt move with the Dino rotation. 2 of them also help with jittery ness so they don’t move back and forth when on rock terrain or on 2 angels close together
So 10-20 to 40 raycast you’ll be calculating for other players if they’re all together in a good render distance
not too bad 🤷♂️
probably have the raycasts update every 0.5-1 seconds only whenever they move
i don't think it'd be too much of a performance impact
i'm just rlly worried abt the server
How much bytes of data would you think is okay to send through the network if you’re worried about the server
?
Do you got a size ?