| " When that red outline appears it's showing that the opponent is now being rendered, and that the z-buffer is being used to obscure them from behind the pillar." Yeah, that's game rendering in the engine. That's visualizing something, not illustrating how the server is doing it. Did you actually read and understand your own link? "That's the issue that people want to solve." No it isn't, you misunderstood your own link to the point that you have it backwards. The server not rendering the entire game from each person's perspective every for every player every frame. The problem is being able to see every player walking around all the time. Think for a moment what would happen if the server actually had perfect visibility - by the time you can see them it is already too late. You should be able to see them and then the server starts sending you a position. By the time you know you should see them, you should have already seen them and the other player pops into frame. That isn't even buried in your own link, it's at the very top. "Consider an example of an opponent with just one pixel of their gun visible around a corner. How do you send that information to the client without telling them there's an opponent there, so that the user has to actually see the pixel? You'd have to just send that one pixel, right? Now we're talking about rendering server-side!" This is gibberish and is a lot like Frank Abignail trying to BS pilots. Once again your own link explains why this is nonsense from a lot of different angles, did you even read what you linked or did you just look at the pictures? It explains everything clearly. |
Why are you so abusive in your replies? What causes you to talk to people like this?
> You should be able to see them and then the server starts sending you a position.
Yes that's what I'm saying you'd need for an untrustworthy client. But even that's not quite good enough - if you can 'see' them but it's just one pixel that the user might miss - should the client really get the full location information? It could highlight the enemy from that when a player would likely miss it otherwise.
> The problem is being able to see every player walking around all the time.
No that's a weaker version of the overall problem. If you give the player's location to the client when the player may not actually be able to see them then you're relying on a trustworthy client.