My question arised from projectile replications

I’m currently making a gun kit from scratch, and I adopted to a method to calculate delta values of projectile velocity for every frame.
And working on projectile replications, I couldn’t figure out how to compensate for network latency.
Then I heard that predictable paths of projectiles, for example, using a quadratic equation with respect to t(time) could solve the issue.
So I wonder if this is the most efficient way to deal with delays and if I should rewrite my script.

Yes using quadratic and kinematic formulas will compensate for network latency if it is calculated on the server. To answer your other question it probably is the most effective way to simulate a projectile, moving it along a trajectory.

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.