this post was submitted on 31 Oct 2024
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Linux Gaming

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[–] Object@sh.itjust.works 9 points 3 weeks ago (1 children)

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.

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