2 ms·
It's not about syncing the arc, it's about syncing a result that is now _asynchronous_ (what did the projectile hit? How is the world changed by that hit? Could
by mwkaufma 7y ago
It's not about syncing the arc, it's about syncing a result that is now _asynchronous_ (what did the projectile hit? How is the world changed by that hit? Could the projectile be dodged after it was fired?). For game-meaningful results like headshots, crits, interrupts, or environmental-destructibles if the players can't "agree" concurrently, then the skill-ceiling is compromised, and you'll lose high-level players.
- chongli 7y agoYou’re talking about simulating the flight of the bullet over time. You don’t need to do that if all you want to simulate are the effects of gravity, wind, and distance on the bullet. You can pre-compute all of those things and simply add a delay based on the distance and muzzle velocity. Sure, if you’re interested in simulating the effects of rifling and turbulence on the bullet, then you’re getting into fluid mechanics where the temperature and composition of the atmosphere make a difference. That seems like overkill for a game.