ZombieHunter Posted May 29, 2020 Share Posted May 29, 2020 Using Client \ Server prediction means there is always going to be a chance of Desync especially with authority is based on the server. One possible option in dealing with Desync instead is to treat pathing more like a Bullet hell projectile path based on velocity instead of a homing missile that constantly changes path. That way the faster the zombie is moving the more likely it is expected to "Overshoot" the target instead of making a drastic course correction. The Red Dots = Zombies The Blue Dot = Player In this model the Server gives A Shotgun Type Fixed Predictive points on where to travel The client announces if a "Collision" occured - so zombies will "Overshoot" often but that also gives players an advantage that constantly zig zagging and changing directions is one viable tactic to avoid zombies. That way you Zombies pretty much are always following server points and only making corrections when a collision occurs in a zone around the player. Link to comment Share on other sites More sharing options...
lemmy101 Posted May 29, 2020 Share Posted May 29, 2020 12 hours ago, ZombieHunter said: Using Client \ Server prediction means there is always going to be a chance of Desync especially with authority is based on the server. One possible option in dealing with Desync instead is to treat pathing more like a Bullet hell projectile path based on velocity instead of a homing missile that constantly changes path. That way the faster the zombie is moving the more likely it is expected to "Overshoot" the target instead of making a drastic course correction. The Red Dots = Zombies The Blue Dot = Player In this model the Server gives A Shotgun Type Fixed Predictive points on where to travel The client announces if a "Collision" occured - so zombies will "Overshoot" often but that also gives players an advantage that constantly zig zagging and changing directions is one viable tactic to avoid zombies. That way you Zombies pretty much are always following server points and only making corrections when a collision occurs in a zone around the player. Thanks for the suggestions will make sure the mp team see them! though a core aspect of our planned zombie networking is the client who zombies are chasing will have (server validated) authority thus eliminating latency completely where its a concern. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now