Hey there!
I had a small question about how PvP games are made, in spite of remote event Delay.
I’ve heard about checking collision on client, and then firing RemoteEvents, so that the attack by the client isn’t neglected by the server.
But this way could be exploited. A lot.
So, I’m just asking all experienced fighting game Devs out there. What do you do get that smooth PvP gameplay in your projects?
How are huge fighting games made without any damage or move delay (assuming low ping)? Drop your answers below
Hey, if you ever want to make a fighting game without any delay-based netcode, you can implement rollback netcode. There’s no delay if that’s what you want, but the implementation part might be impossible in Roblox. You’d have to serialize the game state for every frame to rollback to the frame to compensate for latency.