How are the big paintball projectiles made?

Hello
Right now I am trying to make a projectile module that has server sided hit detection, but the projectile itself is rendered on the client, and it moves with render stepped. I haven’t figured out how to do it, but the game big paintball seems to have done it perfectly. The projection spawns right when the player clicks, so it doesn’t spawn like 3 studs to the side. And then it moves perfectly smooth, and the hit detection works beautifully. I need to know how to make projectiles like that. Does anybody now how? Any help is appreciated. Thanks

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If you are making it with raycasting it could be a little problematic and could desincronize projectile
Be very careful doing that and if it has random behavior make sure that both client and server have same seed key.

It is being made with raycast and they are synced but I need every client to see the projectile while synced as well with little to none latency (like big paintball)

So it basically reflects raycast off a surface each bounce?
If so you can only give player one position and time this bounce started
It can technically quickly loop through everything it didnt got time to simulate upon joining.
That was the most optimized approach but its very problematic to implement.
You can also just calculate curve trajectory on server nad let client process and visualize/simulate it.

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