I am working on a Backrooms game with procedurally generated maps. Currently my procedural generation system is done on the client, I don’t know how I would make it so NPCS would sync on all the clients. I thought about editing the system to work on the server rather, but I’m not sure how performance would do.
In general, if you want the players to not be able to hack, you need to create the map and the npcs on the server.
Otherwise, the client will always be able to hack
I would recommend having your npcs in “chunks”.
If you need your procedural generated map on the client you can do the following:
*Spawn your enemies on the server in a “chunk”
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Move your enemies basic positions on server
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Do physics calculations and stuff on client
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Now you have your enemies generated, and fit to the terrain of each client.
Otherwise if you dont need generation on client use @Red’s solution and create the map on the server.
I’ll try and edit the system to run on the server and see if that works.
That would be great, and keep in mind that the client can literally just auto kill the enemies if they are on their version of the game.
They can very very easily hack.
I successfully edited the system to run on the server and it works just fine. Performance isn’t the best if I simply hit play, but if I run a local server test with 2 players performance is fine. The system isn’t complete and is simply a test, I have not yet done optimizing so I’ll see how that goes. Thanks for the help!
gimme that solution mark I helped.
I gave in depth explanation bru, other dude gave 2 sentence.
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