You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Can solve a lot of this by making the paddle hitting balls entirely clientside authoritative within FrameSimulate, we'll still wanna do sweep traces - the key part is doing it before the ball moves. Actually we should be simulating the ball physics in FrameSimulate as well.
This will probably feel odd unless we:
Have the ball physics simulated clientside as well. The physics are deterministic so it should be simple enough, unless the engine fights us.
Lag compensate serverside for the other player to correct the ball for the other player.
Couple of physics related problems to note:
sbox_gVE6G7APOf.mp4
The text was updated successfully, but these errors were encountered: