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Mmo server validating player position

   02.03.2018  10 Comments

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Scenario - If the game were to, hypothetically speaking, achieve 10, players and the maps were big enough to spread them around so you don't have players in one spot: Coyote 2, 1 13 Original post by valleyman86 Should the server do the path finding or should this be client side?

Prev 1 2 3 Next Page 1 of 3. Questions all questions answered - new ideas posted here 1. In a real-time MMO game, how is state handled in a way that doesn't feel laggy? How can anyone draw with an Graphics Tablet?

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The client and server are probably not going to be in sync if you're moving so you need to make sure the bullet also fires from the same location and direction on the server. Simply do this by batches. That would be impractical, slow, bad, evil and the force would be disturbed.

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  • At runtime, in your server, player positions should be kept in-memory and updated there, as you would do with...

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  • OF "FORBIDDEN" COORDINATES SERVER-SIDE TO CHECK IF PLAYERS ARE TRYING . SIDE, AND THEN...

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Mmo server validating player position

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  3. So i've made a little setup for an FPS game, but the client-side and server-side bullets almost never seem to be in the right place.

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