Hello,
I’m approaching a problem regarding relaying client information to the server. Clients control their respective parts (similar to go-karts) using NetworkOwnership and every few frames will relay their current go-kart’s position to the server.
The server stores a list of the client’s positions, so that when a collision occur (on request of client) the server can check the table containing the positions to see if collision is valid, and if so will validate the collision.
I have a few questions concerning this. Will this cause lag if all clients (6 max per game) were to send in 10-20 events per second? I have to account for other remote events in the background as well (countdown etc). I’ve thought of another way to eliminate this but it adds more complexity by storing an initial position and velocity, and server can predict current position using deltaTimes. Is this method worth it considering its higher complexity? Thanks.