this post was submitted on 31 Oct 2024
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Linux Gaming

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[–] [email protected] 0 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.

[–] [email protected] 0 points 3 weeks 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