Collision detection on client side ... Server verifies and replicates a hit "packet"
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Server verifies and replicates a hit "packet"
I'm not clear on what "server verifies" means here. Does the server actually verify the hit check based on its master copy of the world state? If so, presumably it has to do so every time a client reports a hit, so how many cycles are you saving over having the server perform all collision detection all the time?
Also, what language are all those "functions" written in? Is this yet another scripting language that devs are expected to learn?- Metus amatores matrum compescit, non clementia.
But even so, if it was doing polygon perfect collision verification server side, it is still much faster for the server to do:
this->check(that)
Than:
for(all-entity)->find(all-possible-collisions)
So adding players doesn't cause the work load on the server to go up exponentially.
But as fluffy says, the goal isn't reducing work load or bandwidth, but the player's impression of responsiveness and accuracy to his actions.
The RPC functions are all written on UnrealScript, a unique and special programming language, hand crafted by the scientists at Epic Laboratories.--- Thad --- developer of ... ?[ Parent ]
Ah, scripting languages. Why bother to go through the tiresome business of designing something when you can simply elevate suck-it-and-see hacking into a goal rather than an avoidable evil. YMMV, of course.- Metus amatores matrum compescit, non clementia.[ Parent ]