OK, so I am really trying to wrap my head around Lag Compensation in Multiplayer.
I'm hoping someone on the forums with a good handle on this can shed some light on it.
So I created a 2 player Arkanoid type game, here is a screen shot to give you an idea:
Everything works great, except many times the peer will think he hits the ball, but misses it. Why? Because of lag.
Now in the Ghost Shooter MP Tutorials (MP Tutorial 4) the way Ashley does lag compensation makes sense. The firing of a bullet is instantaneous, there is no movement too it. However, in my case there are bouncing balls that are moving. Maybe it's the same thing as. I just can't figure out how it's the same.
What would be a way to approach this? My brain is really struggling on this.
Should I be checking on the ball overlapping the paddle instead and then forcing the bounce action? Should I have an invisible sprite that is on the same X path as the paddle and when the ball collides with that, check for a lag compensated value of the paddle.x to see it was in the right place?
Thanks all.