3 ms·
> Anyway, now I wonder if this could be done in this style. Bullet position = its origin, vector and then you can determine its location at any point in time, i
by TrainedMonkey 4y ago
> Anyway, now I wonder if this could be done in this style. Bullet position = its origin, vector and then you can determine its location at any point in time, instead of updating its position at every tick.
It certainly can! Not an expert, but what you are describing can probably be done as a bullet shader.
> Doing that one will likely cause issues across a network or if framerate (or game tick rate) is unstable / unpredictable.
I kind of want to know if a seamless experience is possible without a server... but for now I assume there is one. At that point client frame rate / tick rate does not really matter. Each client sends current character position and origin + vector of all the bullets to the server. Note that current location of the bullets is not important to update the world state - only the origination point and direction. Based on that it can independently do all the hit calculations. Of course this makes cheating possible and any kind of latency extremely annoying, but margins of this post and my available coffee break time are too thin to offer my amateurish take on those problems.