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by chrisseaton
1801 days ago
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> This is gibberish and is a lot like Frank Abignail trying to BS pilots 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. |
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You originally said that a server would have to render the game and use the z-buffer to do any occlusion culling, but this is not only not correct, it is contradicted by something you yourself linked. Why not just admit that this was a guess and not from experience or research into how game engines work?
"But even that's not quite good enough "
You are the only one saying that. Going from seeing every player on the map all the time to only seeing players a few frames before you would have seen them anyway is a huge leap, which is again, what people are talking about and exactly what you linked.
"should the client really get the full location information? "
What partial location information are you envisioning here?
Again, focus on backing up what you originally said first instead of trying to shift the goalposts from how servers would "have to" do occlusion culling.