I have an actor called Explosive and it uses physics simulation (I know, bad, but I always can change it to projectile movement).
When lag is 0 literally everything is fine: I can shoot Explosives, they work cool.
When lag is 200-300 ms then I can notice significant delay between LMB and actor spawn, what is pretty much expected in the way I'am doing it.
If for bullets (there is also bullets, but they are not an actors) I can prespawn "fake" bullet and I don't even need to have any linkage with server ones, then I don't know what to do with Explosive.
I need to spawn them instantly on client, send message to server that it also need to do that, resimulate them on server and bind server and client together... Sounds mad.
There is one solution I know, but I'am 100% sure that there is much more elegant solution that this one:
Spawn local actor on client and also send message on server, then when server's Explosive appears on client machine delete local Explosive. This will take much of code to do that...
In short, how to spawn actor on server with instant feedback on client? or How to spawn replicated actor without significant delay in networked games?
Mar 25 '16 at 03:24 PM
in C++ Programming