Hello all,
I have created a working PoC of my networked game, and I've reached the state to improve old pieces of code to a refined state, Getting to the point I'm now reworking the way that I check hitboxes and collision detection.
Note: my game's server runs inside game's engine so it has direct access to all objects at it's current scene.
In the PoC I've disregarded animation collision with another objects, and in order to calculate hits I checked at the server which objects were hit. (also in my particular case it's more complex as I have a rather diverse skill system and not the classic FPS shooter example)
I aim to achieve a fluid combat system, and I thought of going wither 1 of the below approaches:
Trusted Client:
- The client will relay to the server which object's the animation, the server will perform a minor check to make sure that the input is valid (no wallhacks, distance, or such) b
- Remote clients who play these animation will only play visual related data and wait for the server's decision about the result
Authoritative Server with access to the animation:
- Since the server runs in the scene it can receive events from different timestamps of the skill's animation, other objects events (depends on the skill really)
Keeping the PoC's approach and tweaking it
Which option would you go for? I can give an example and a demo of what I have, and what I aim to achieve if that will be of any help.
Thanks