This will sound dumb but i’ll die knowing, rather than live stupid.
I’ve made a physics based movement system.
The main function fires before every physics calculation/frame on the server (30/s or 30fps).
The client only fires the server when needed (if inputs change), and when it fires, the main function is fired too to avoid latency.
But i was about to implement something of a body/head turning system that i made and i found many problems that can only be solved by firing the event at the client’s refresh rate.
But that means it will fire 60/s (or more) and an additional 30/s from the server. But it has to fire that additional 30 because it’s physics based.
But then i thought about scaling. If 100 players join the same game, that would be an INSANE ammount of event firings. Talking 6000-12000/s combined.
Now that you see where i come from, please answer these questions:
- Can the server handle this traffic? (the ammount of data sent is small, a couple of numbers)
- Did i overthink this?
- Was my thinking reasonable?
Anything you can throw at me i’ll accept. Basic, complex, late, anything.
Thanks in advance.