Is it faster and more secure to check a client’s information and then update it to all clients through the server, or to check a client’s information and then send another event to each client to update it themselves?
What use case do you have to be checking the clients information?
1 Like
I mean when the client sends information to the server, is it faster to send that information to other clients for processing, or faster to use the server.
For example,
-- Update the position of the character that moved
for i = 1, #players, 1 do
local characters = players[i].PlayerGui.World.Environment.Characters
if characters:FindFirstChild(player.Name) then
characters:FindFirstChild(player.Name).Position = UDim2.new(
tonumber(xPlayerPosition),
0,
tonumber(yPlayerPosition),
0
)
end
end
Whether you send it to other clients or using the server. I believe its the same speed.
I actually believe I don’t have an alternative to this. If the clients were to update the position of the player it wouldn’t actually change on the server for me to keep track of things.
Anything the client does to there character such as speed and position will replicate to the server.
Not so in my game. I have redone Roblox’s 3D engine to 2D.