How do games like blade ball and blade league have the ball interaction so responsive?

It seems like it’s almost as if theres no ping between the player and the server, do they use NetworkOwnership or is it their own system?

A common technique is to show the player an approximate copy of what should be happening on the server, as a local-only effect. This is annoying but possible to do in roblox since there isn’t a way to create a server object that is not also replicated to clients. The local copies must be kept accurate by something close to rollback netcode.

I have a game that does this if you want to see how it works.

2 Likes

Yeah, I agree. Especially if the ball’s path is calculated using math. The client can replicate that math. I would also like to see that example, just curious

I will set this to copyable:

1 Like