I made 4 topics over last week that dives into different parts into bullet simulations tricks to optimize them, but this one is probably the most important one
I’ve decided to handle raycasting on client for bullet game, and use server-sided checks to validate them, but still this might not help overall performance for the client, if let’s say 500 bullets are fired and 1000 others are visualized (when bullet that was shoot by other player is outside of camera viewport, i only increase time during heartbeat, without raycasting and visuals), performance will be terrible
This is why i found out about parrarel luau and how it can benefit heavy calculations, but idk how to implement it into to a module script that can use both server and client, and later split raycasting in real time over many actors to later sync them somehow
Can someone help with this? as i really want to provide good experience for players, especially those with low-end devices