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I'm thinking about an algorithm offor firing projectiles with lag compensation. Now iI did find only 1one descent solution:

  1. Player hithits fire button.
  2. client sendClient sends input "fire".
  3. clientClient waits for server response.
  4. server generateServer generates bullet then sends response to client.
  5. 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?

I'm thinking about algorithm of firing projectiles with lag compensation. Now i did find only 1 descent solution:

  1. Player hit fire button
  2. client send input "fire"
  3. client waits for server response
  4. server generate bullet then sends response to client
  5. client recieves response and finally fires projectile

Is this solution only "trueway"? I find it the only one that can be fair to all clients. Valve in this case just dont lag compensate rocket shots. Feeling that i will not compensate it too. i think with today bandwith i can close eyes on this problem, cause i dont see any solutions with fair logic. How do u think?

I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution:

  1. Player hits fire button.
  2. Client sends input "fire".
  3. Client waits for server response.
  4. Server generates bullet then sends response to client.
  5. Client 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, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?

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Denis Ermolin
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Lag compensation of projectile shooting game

I'm thinking about algorithm of firing projectiles with lag compensation. Now i did find only 1 descent solution:

  1. Player hit fire button
  2. client send input "fire"
  3. client waits for server response
  4. server generate bullet then sends response to client
  5. client recieves response and finally fires projectile

Is this solution only "trueway"? I find it the only one that can be fair to all clients. Valve in this case just dont lag compensate rocket shots. Feeling that i will not compensate it too. i think with today bandwith i can close eyes on this problem, cause i dont see any solutions with fair logic. How do u think?