So, I’ve been working on my battleground game recently rn it uses a basic system of creating a box and checking for characters inside it. But I’ve seen some people use a system where each player has their own box and when attacking it checks that player’s box. I’m not sure is it best option what i have or making new system
test the different solutions and see what works best for you
right now the system you’re using presumably works well but you really need to test it yourself
Depending on how you make your game, you would likely have to incorporate both (assuming you are using custom magic attacks and/or weapons). This is effective due to making sure the player attacking, and the one being attacked, cannot manipulate the hitboxes.
Since exploiters have the ability to manipulate their character/humanoid in-game, it’s best to implement a system for hitbox & coordinate detection the character on the server side to avoid hitbox manipulation/modification, and to ensure each attack is “legitimate”.
But it’s your game, so do what you think would be best.
battleground games (fast combat) use clientsided hitboxes for accuracy, if hits detected, send the hitbox cframe and hits, and on server verify if they are close enough to the position
oh also battleground games do netcode rollback
what battleground games use clientsided hitboxes and netcode rollback?
all of the popular ones I guess?
i dont think most of them do clientside hitboxes or rollback netcode
the strongest battlegrounds at least doesnt
rollback netcode maybe not but good ones must use it
every game with complex and fast combats do clientsided hitboxes
velocity prediction or sending the player’s position thru a remote repeatly have been the most common ones ive seen, allows for accurate server hitboxes
They use a box that if it touches you, you get hit because it’s a hitbox
thats high bandwith usage so no, its already not the most common
this requires careful server reconciliation
as said clientsided hitboxes with magnitude checks of each hit and the hitter is good enough
Is it safe to say you could use client-side hitboxes in 2025 because the expected number of servers that may be negatively affected by cheaters is not as significant as the quality of the game and its retention itself?
Like, I’m trying to claim that your game won’t die to cheaters as it would if your game is just boring in general
tsb, sorcerers, heros, etc all use server side hitboxes
ratelimit what most players can do
u hit someone too often?
BANNED
u do something too often?
BANNED
ur shooting more than u should be?
BANNED
~ Hoss
tbf i dont even know these games
those two are the most popular server hitbox methods i know of, aside from just not trying to predict anything
most of these games rely on sending inputs to the server, and then the server does the ability/action
clientside hitboxes in that management style would need server->client->server, which would make it horrible for anyone with high ping
thats not true
This is the flow:
Player presses M1, client creates Hitbox in front of the character, immediately detects all hits, if there are any hits, it sends the Hitbox CFrame and the array of hits to the server.
Server validates all magnitudes, so all the hits AND the hitbox caster are within range of the received hitbox cframe.
theres no more networking to client
i specified ”that management style” for a reason
Server Side hitboxes:
They use Hitbox modules, since the server is laggy, most of them use velocity prediction, which is predicting where the player’s character will move.
Predict using assembly linear velocity and their ping or predict time (.1,.2, etc..)
This is the only solution I had for server side hitboxes. (Sorry for bad English)
Client Sided Hitboxes are not safe without an epic anti cheat system, so don’t use it if you care about your game being ruined by hackers
NEVER SET COOL DOWN ON THE CLIENT
If you are on client you’ll need to do a LOT of checking on the server to see if the player even can do that attack.
Summary:
Client Sided Hitboxes: Less safe, not fair for laggy players, but more accurate and harder.
Server Sided Hitboxes: Very safe, fair for everyone, less accurate, but easier. (Velocity Prediction)
That claim is irrelevant because nobody structures their hitboxes like that. Its like saying a technique is horrible while only speaking about a garbage application of it