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by chrisseaton 1802 days ago
A bounding-box is something we'd call an over approximation.

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.

1 comments

lol, who is "we" in this sentence?

You for some reason are ignoring what you originally said to focus on something else you are seem to misunderstand the context of.

What you originally were saying was that you would have to render polygons in hardware for the server to have any idea about occlusion, which the link that you gave not only disproves, but assumes that no one would think in the first place.

The whole point is that wall hacks let you see people running around the whole level and it is just a matter of work for the server to only send positions a few frames before you are going to see a player.

Everyone else is on the same page, but you think the player position being sent right before they appear is a problem? That's the solution in your own link.

> The whole point is that wall hacks let you see people running around the whole level and it is just a matter of work for the server to only send positions a few frames before you are going to see a player.

...and when an untrustworthy client gets that info it can highlight the opponent just before they come into frame, or highlight them fully even when they're mostly concealed, giving you an advantage.

That's the point of the thread. That's what people want to avoid. That's what the link wants to avoid, and says it doesn't manage to quite do and explains why it's hard.