Why do all fps games have the server send gamestate instead of input which is smaller? One reason I can sort of see is that if the server sends input to the clients and a packet gets dropped then the ...
Why do we still moan on wallhackers in multiplayer first-person shooters? Isn't it possible to perform occlusion culling for all players server-side? For example, send player xyz information to ...
We are making a multipler first person shooter. The client sends it's position to the server at a fixed rate (currently at 10Hz). The server sends a single message contatining all player's positions ...