this post was submitted on 27 Apr 2024
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[–] [email protected] 1 points 6 months ago (1 children)

That's why I already proposed tolerance for ~200ms with trajectory projections

[–] [email protected] 1 points 6 months ago

So you're going to take all the places a character could be in the next 200ms, do Ray casting on all of them and send that data to the server to check every 17ms?

While the server also does that for 15 other players at the same time.

Do you know what algorithmic complexity is? Big O notation? If so - that's a n³ * 15m³ problem space that you're expanding out across 200ms every 17ms, where n is player locations possible in x/y/z and m is the other players locations. Physics collisions are usually the biggest drain on a computer's cycles in game and in the worst case that's n² complexity.

You're talking insanely taxing here.