Timeline for Multiplayer FPS Architecture
Current License: CC BY-SA 4.0
3 events
| when toggle format | what | by | license | comment | |
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| Mar 1, 2023 at 0:51 | comment | added | cuppajoeman | I guess one thing that I get confused about is what the domain of an FPS really is. Is the domain a real life battle with contestants, shooting each other with real guns? If that's the case then if A shot B, then there shouldn't be a Referee involved, the bullet either hits the other player or not and the bullet deals damage just by hitting the other player. Or is the domain of an FPS a simulation where players send user command and the server sends back game states to the client to update their view (omniscient view point). | |
| Mar 1, 2023 at 0:46 | comment | added | cuppajoeman | Thanks for the feedback. Yes we're eventually going to implement server side lag compensation, and we found that the source multiplayer networking article has a good read on it as well. I think the reason why I was afraid of having allocation of results inside of the gun code was because in my head a real life gun doesn't do that. How should I change my mindset so that I'm not modeling everything around real-life things? | |
| Feb 28, 2023 at 12:55 | history | answered | pjc50 | CC BY-SA 4.0 |