Server authoritative/lag compensation plan :
Hey developers. Im planning to add this to FastCast2
Nope this is not built-in or installed into FastCast2
(FastCast2 It’s a projectile library meant to simluate projectile locally)
Is Server authoritative/lag compensation possible : Yes
The idea of “Server authoritative” is :
-
Server : Math + Damage
-
Client : Math + Visual
(I will add Anti-lag to FastCast2 which automatically configure/setting behavior to not lag -
For server side : will have best perfromance setting on for FastCast2 and LengthChanged disabled
-
For client side : You can freely setting perfromance. Because all it does was just visualize projectiles
)
How about “lag compensation” :
Yeah we have kinematic equations for that
Basically :
deltatime = currentTime - fireTime
NewVelocity = OriginVelocity + Acceleration + deltatime
NewPosition = OriginPosition + OriginVelocity * deltatime + 0.5 * Acceleration * (deltatime ^ 2)
Now for the official Server authoritative/lag compensation rbxl file TestGround
Will also included external libraries/frameworks :
- Packet (Modified, Fixed, w/UnreliableRemoteEvent support)
- InputModule
Also I will have debounce to not having too many Bandwidth
(
Packet → Listen → Dispatcher
Dispatcher → Dispatch projectile work → Sort(Workers)
Worker with least lesser work → Work
)