6 ms·
Server side hit detection is nowhere near as complex as occlusion, you need to make sure you account for latency or you get people popping into existence after
by SigmundA 2y ago
Server side hit detection is nowhere near as complex as occlusion, you need to make sure you account for latency or you get people popping into existence after they round the corner.
Here is one for CS:GO, server occlusion geometry must be made separately as auto generating from map is another hard problem.
Not "just some raycasts" otherwise everyone would be doing it:
https://github.com/87andrewh/CornerCullingSourceEngine https://github.com/87andrewh/CornerCullingSourceEngine
- Ukv 2y ago> Not "just some recast" otherwise everyone would be doing it: Only needing raycasts through the geometry was in response to the idea that the server would need to "render the 3d world from each players perspective to do these tests". I don't intend to claim that it's as a whole an easy engineering problem, but rather that the tests don't need to involve much/any of the rendering pipeline.