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separate side effects of Clientthink_real #41

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Razish opened this issue Apr 19, 2020 · 0 comments
Open

separate side effects of Clientthink_real #41

Razish opened this issue Apr 19, 2020 · 0 comments
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M: gameplay module: gameplay (meta) M: networking module: networking (meta) M: server module: server P: high priority: high S: open status: open T: enhancement type: enhancement

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@Razish
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Razish commented Apr 19, 2020

e.g. saber position, inputs etc should update and store a history.
Actual simulation and affects (saber collision/blocking, damage) should be performed each server frame, interpolating with fixed step simulation, similar to unlagged.

This allows capable clients to have a high update frequency without unfair advantage.
See #2 and #5

i think this was tried in sabermod? ask jk2 coders

@Razish Razish added M: server module: server M: networking module: networking (meta) T: enhancement type: enhancement P: high priority: high S: open status: open M: gameplay module: gameplay (meta) labels Apr 19, 2020
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Labels
M: gameplay module: gameplay (meta) M: networking module: networking (meta) M: server module: server P: high priority: high S: open status: open T: enhancement type: enhancement
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