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by AndrewStephens
2359 days ago
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And the during the first frame where the tiniest sliver of the enemy is visible around the edge of the wall, the bot running on the local computer will move the crosshair exactly over the visible area and shot. This is ignoring things like player shadows which are rendered separately and need polygons which are not in the visible fulcrum. Also we are both ignoring audio. Sounds like gunshots come from a specific place in the world. |
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Well, yes, but I'd categorize that as "acts indistinguishable from theoretically-optimal human performance", rather than cheating per se. Or would you ban The Flash for cheating?
> This is ignoring things like player shadows which are rendered separately and need polygons which are not in the visible fulcrum.
No, not really; a shadow mesh is generated on the server, as part of the lighting step. The client then receives the shadow mesh, potentially disconnected from whatever's casting the shadow if the thing casting the shadow was culled. Just like what happens inside your GPU.
> Sounds like gunshots come from a specific place in the world.
In a paradigm like this, audio-cue triggers would essentially be "scripted particles" in the scene. If you can't see them, they're not rendered, so you can't hear them, either.
I'm not trying to describe something here that's a lossless approximation of how the game would work if run locally. I'm describing something with real effects on gameplay balance, but potentially good ones.
Mind you, I'm less picturing FPS games as the best use of this, and more picturing RTS games. Take the "fog of war" of a game like Starcraft, and implement it server-side, such that it's not the client not-rendering unexplored stuff, but the server.