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by CyberDildonics
1802 days ago
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If you actually understood your own link you would see that there is no reason to trace every pixel on the screen when you can make a bounding box that covers motion and trace the vertices. Anyone familiar with game engine programming would never consider what you are saying. That link is a more in depth version of what I just said, ray casts are being done on the server for visibility and have nothing to do with rendering the game to do it. It is literally demonstrating that they are already doing what people were wondering about. |
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Using an over-approximation causes the opponent's location to be revealed to the client even when the opponent isn't quite on screen yet, requiring the client to be trusted to not show this information early, which is what people in this thread want to avoid.
That's the whole point of the discussion.
This is what the article is showing - can you see how the red outline of opponents appears early, and how the client is being relied upon to hide them until they're actually visible? That's what people don't want.