• @[email protected]
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    92 months 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.

    • @[email protected]
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      22 months 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