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by zinlencer
433 days ago
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But that's completely different from how Unreal typically does it. Movement is client-side predicted and server authoritative out of the box. How does SpacetimeDB even know the collisions of my level? If I were to cheat and disable all wall collisions on the client. An Unreal server would roll me back, to all other people it would look like I'm walking into the wall. How do you even get SpacetimeDB to run Unreal's runtime (because movement kind of depends on deterministic results for frames). How does SpacetimeDB get hold of the assets (collisions)? |
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As a service backend+database the concept is cool and probably useful. But I don't see it being good at being a game server.