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ZombieHunter

One Possible Option to Multiplayer Zombie Pathing.

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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. 

 

ixlrRGu.png

 

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.

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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. 

 

ixlrRGu.png

 

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.

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