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Posted 15 September 2012 - 09:14 AM
Posted 15 September 2012 - 09:53 AM
it doesn't know the exact time duration the client held down fire
Posted 15 September 2012 - 12:41 PM
Posted 15 September 2012 - 01:14 PM
Posted 15 September 2012 - 08:55 PM
Edited by laylay, 15 September 2012 - 08:56 PM.
Posted 16 September 2012 - 11:46 AM
Posted 16 September 2012 - 11:56 AM
I'm a bit confused. Should the weapon fire simulation run at a fixed time step on both client and server?
I can't wrap my head around how that fixes the problem. If input data is sent to the server to start firing and it happend at 10 seconds client time and ended at 11 seconds, what if the second input packet got to the server really late? The server would carry on simulating even though client isn't holding down fire any more.