I often play with friends who are in different countries meaning I average high ping whenever I join them. Alot of the games we’ve been playing recently whether it’s a FPS game or a Fighting game it’s very obvious they have client sided hitboxes/hit detections because of the little to none delay of a hit. I was wondering how are these games getting away with this method on the client with having almost a non existent amount of exploiters? Please link any other forum post that I can learn to do something similar as I’m trying to make an combat game.
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It’s common for games like this to have clientside detections that are then verified by the server. Visually, things can happen instantly based on those clientside events but then the server will check and make sure that the event was actually plausible. If the server doesn’t agree, it can cancel/reverse whatever happened rather than replicating it to other players.
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