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2

One thing a lot of people say here and is pretty fangerous is to have the player send information about his state when he shoots. The server is a machine, he can't decide who cheats and who doesn't. "Yes, I really did stand in front of him for 30 seconds without he noticing it, then I shot him in his eye while he was running around in a thight place, looking ...


4

Note that most of us cannot answers specific questions about either of the games you mentioned. We aren't the authors of that code and can't reasonably know exactly how it was built. Generally speaking, there are multiple approaches. One approach is that the server is authoritative on everything. When a client wants to fire a weapon a round-trip to the ...


15

Always assume the client is a lying, cheating, bastard. The client is responsible for: Receiving input from the player (and sending commands to the server, which validates) Rendering the known gamestate The client is in no way allowed to calculate the gamestate except as client-side interpolation for smooth animations.


4

More than likely, it works like this (major speculations): Client sends Shoot command to server, along with parameters such as position, direction, velocity, type, etc... Server accepts command and broadcasts to all players on next frame. Clients render the shot. If shot hits a player, server broadcasts kill. Can't tell for sure though, as I don't ...


0

Yes you can. I always find it odd how good programmers think in terms of what can not be done. Anything is possible. Porting a 3d Engine to rails may not be how this would work. Using Rails to handle the backend and organize code certainly would work. Like previously mentioned you could use WebGL in the HTML Rails supplies to the client. Rails has a nice ...


2

There are a better solution to get 60fps, set vertical syncronisation (vsync) to true when you create Irrlicht device //Here is the easiest common function to create irrlicht device irr::createDevice ( video::E_DRIVER_TYPE deviceType = video::EDT_SOFTWARE, const core::dimension2d< u32 > & windowSize = (core::dimension2d< u32 >(640, ...


0

XNA has a Vector3.Forward, transform that with your cameras viewmatrix and if necessary set your y component to zero and normalize. Generally if this gives you trouble you should refresh your basic understanding of linear algebra.


0

This has been done before in a video tutorial for a "Horror Game". They label it 'True FPS'. Right now it sounds like the mouse movement is moving the camera and not the body. What you want to do is attach the Camera to a Socket on the Skeleton (if you want the camera to move with the animations as well). If not you can just position the camera where you ...



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