#💬 kaizagidoraʹs Feedback

1 messages · Page 1 of 1 (latest)

unreal merlinBOT
faint robin
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are you sending client animations to the server via remote or smth
it'd be more smoother to handle all animations on the client

tardy stratus
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There literal calculations

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Tail and neck / terrain alignment

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They get sent to the other player to reconstruct it on there device

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Server does no calculations

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It just helps send data

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Through the network

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With verification checks

faint robin
tardy stratus
faint robin
tardy stratus
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Sorta but they aren’t premade

tardy stratus
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It’s just sending data

tardy stratus
faint robin
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why are you sending data....
still sending information to the server......

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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

tardy stratus
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All I said was math calcs

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You don’t know how the framework is made

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You know nothing about the system

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So why do you keep assuming

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First

faint robin
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get this guy on the top 10 delusional list 🫃

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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)

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only have the server validate things 🤷‍♂️

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that and you can get remote data with just a remote spy

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tardy stratus
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And also working with graphic quality and distance of players if they are streamed out

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Like a list

faint robin
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movedirection...
velocity..

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animate accordingly similar to how the client does to itself

tardy stratus
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But what about neck rotation

faint robin
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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 🤷‍♂️

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might be a little over the top but that's a suggestion 😭

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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

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but overall the whole handing everything besides the neckmovement on the client is more preferable over server lag

faint robin
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raycast down the legs and use the kinematic chain algorithm 🤷‍♂️

tardy stratus
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So fire a raycast for every other player on your device

faint robin
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i guess yeah

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unless you want to use a single raycast to get the surface normal

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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

tardy stratus
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So 10-20 to 40 raycast you’ll be calculating for other players if they’re all together in a good render distance

faint robin
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not too bad 🤷‍♂️

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probably have the raycasts update every 0.5-1 seconds only whenever they move

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i don't think it'd be too much of a performance impact
i'm just rlly worried abt the server

tardy stratus
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?

faint robin
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smth absolutely minimal

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garbage collection is a horror 😭

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as minimal as it gets

tardy stratus
faint robin
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nothing more than 1mb atleast

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i usually sit around 40 kb