Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity ...
by smogcutter on Sunday May 31, 2020 @01:11PM
(#23370883)
That works for something like WoW, but there are exceptions: in EVE Online for example, damage depends heavily on the relative movement of player ships.
Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity ...
by golergka on Sunday May 31, 2020 @03:15PM
(#23371841)
It's true for WoW, but many more modern MMORPGs have solid characters, attacks tied to animation (remember infamous Conan thing with female characters having lower DPS because of that), raycast hit mechanics, and yes, real physics.
Usually these mechanics are not as advanced and detailed as in single-player action games, but they do exist.
Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity ...
by LoSboccacc on Sunday May 31, 2020 @04:26PM
(#23372414)
ye, but these are action or action/rpg
once a combat session is initiated you don't need that much prediction going on because where you move is uncorrelated to where a fireball hit or not, only player stats.
the real exception are are effect, as the client need to reconcile them, but the client can chat as much as it wants as long as the presentation matches the server player stats: it can for example position area effect that hit on the server in a position such as the player hit was in range.
the client only had to make sure action result are in sync, not the world physical station whole