I'm thinking about an algorithm offor firing projectiles with lag compensation. Now iI did find only 1one descent solution:
- Player hithits fire button.
- client sendClient sends input "fire".
- clientClient waits for server response.
- server generateServer generates bullet then sends response to client.
- clientClient recieves response and finally fires projectile.
Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case just dont lag, doesn't compensate lag from rocket shots. FeelingI am feeling that iI will not compensate it, too. iI think that with today bandwith itoday's bandwidth I can close my eyes on this problem, cause i dontbecause I don't see any solutions with fair logic. HowWhat do uyou think?