oosyrag
1. I'm fine with it if it's an illusion. But it shouldn't bee too far off.
Since my game isn't going to be competitive (player vs players) it's not so important to be 100% accurate.
But i still want to have some proper visual feedback so in case of weapons which have a really bad accuracy don't shoot into the complete opposite direction, showing a hit but they actualy did not.
Especially if there are smaller fast moving enemies and you try to hit them.
I personally think (as a player) if that happens too much, they blame it on *bad hitbox detection* or network issues or whatever.
The more accurate it is and the more responsive it feels the better for the game and the joy for the players.
And i also don't want to play a game where my visual feedback is always way off.
2. Yea really sounds like a nightmare xD
I'm not sure if this is the best approach. And to prevent too much issues i can imagine that i'm almost forced to send 1 seed per peer, because if they are all shared the possibility that the sequence gets mixed up (delay of shot being triggered due latency)
So that means 1 seed per peer, and to prevent missmatches over a longer time-frame i guess i would have to re-sync the seeds every 30 seconds ~ 2 minutes.
Maybe that way it works out, i will for sure take a closer look at this.
3. I'm actually using realistic real world projectile speeds ~400m/s which is around 266px per tick if running on 60fps with my setting.
Which means that's absolutely impossible for my case
Another reason why the official bullet behaviour would never work for me.
Visualy the players will only see a flash-line similiar to the one showed in the picture i've posted.
OddConfection
I see 1 big problem with that.
Let's say the Peer shoots, and sends the angle to the Host.
The host recieves the angle but assumes that the player was standing at a different position (due movement of the player while shooting)
I don't know if that's going to be accurate enough or if that's going to mean that the shots could be registered at entirely wrong positions.
From host to peer there's the prediction stuff and all that, but what happens if i send this data the other way around?
Is there a way to *sync* the angle together with the actual mouse click sync so the host recieves both data at the same time?
Does anyone have experience with this?
And to your question:
The host is a player.
And i know what that means.
But Construct isn't really made for anything else... is it?