Lag compensation of projectile shooting game
- by Denis Ermolin
I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution:
Player hits fire button.
Client sends input "fire".
Client waits for server response.
Server generates bullet then sends response to client.
Client recieves response and finally fires projectile.
Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?