Hello,
We are making a tron-style multiplayer game, and well. Every position/rotation is really really crucial for each player because we have a trail that is behind the player at all times. Like the classic snake game, the player makes sharp 90 degree turns.
This being said ... Obviously the synced networked players don't match the local player ... and sometimes u get a weird looking thing where u can go through the players trail if you are/seem fairly close to the other players.
Currently we are using a very standard way of updating all the players ... but we need to go into more in-depth/advanced methods in order to fix this issue.
My main question:
What are some methods that we could possibly attempt to avoid issues when dealing with a game like this where every split-second decision is absolutely crucial to avoiding weird/awkward situations.
Best regards,
Kas
We are making a tron-style multiplayer game, and well. Every position/rotation is really really crucial for each player because we have a trail that is behind the player at all times. Like the classic snake game, the player makes sharp 90 degree turns.
This being said ... Obviously the synced networked players don't match the local player ... and sometimes u get a weird looking thing where u can go through the players trail if you are/seem fairly close to the other players.
Currently we are using a very standard way of updating all the players ... but we need to go into more in-depth/advanced methods in order to fix this issue.
My main question:
What are some methods that we could possibly attempt to avoid issues when dealing with a game like this where every split-second decision is absolutely crucial to avoiding weird/awkward situations.
Best regards,
Kas