• Object@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    9
    ·
    13 days ago

    The server already determines if a shot’s valid or not though. Once a client receives information on where the enemy is at, then the client can send message to the server that they are shooting exactly at that location.

    • KomfortablesKissen@discuss.tchncs.de
      link
      fedilink
      English
      arrow-up
      2
      ·
      13 days ago

      Well, the server acts mostly as a single source of truth. The clients are the ones registering the shot, the server confirms or denies it.

      My approach would be prohibitedly expensive, as I suggested the registration would also happen on the server. It would also result in bigger lags