Client side Projectile Spawning and Reconciliation
I'm working on a combo system for my game. Here's an example. - A unit can fire a ball. - If 2 balls collide, they combine into a larger, faster ball that does more damage.
Running this logic only on the server leads to strange effects on clients (Balls keep going after overlap, then vanish and a new one appears some distance away), So I'm trying to simulate it on all clients.
I'm looking for a way to spawn the new projectile on all clients, but have their position adjusted by the server instance.
Does anyone have any ideas / suggestions of how to do this? This would be a really useful feature to have in most multiplayer games I think.
asked Aug 12 '17 at 10:33 AM in C++ Programming
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