I've been tossing around the idea of making a sniper game on the FTE engine. The basic premise is an online sniper duel: 2 players, a huge map, and realistic gameplay mechanics. Last man standing wins the duel.
In keeping with realism, the fired bullets need to have bullet drop from gravity, so that elevation holdovers apply when shooting a long distance. I will do the math to convert quake units to meters to accurately simulate speeds later.
In my mind, the easiest way of achieving this is by making the bullets an actual moving entity instead of a traceline function.
Question is this: is there a point where an objects velocity is too fast to be accurately relayed? If the server updates every frame, would your bullet velocity be constrained by the servers frame rate? Or would it simply lose accuracy in where it contacts? A realistic velocity would be well above 10,000 quake units per second I imagine...like I said, I haven't done the math yet.
I already have some ideas to implement this with traceline if the afore mentioned method won't work reliably across network.
I haven't gotten far enough in my engine studies to know this yet.
In keeping with realism, the fired bullets need to have bullet drop from gravity, so that elevation holdovers apply when shooting a long distance. I will do the math to convert quake units to meters to accurately simulate speeds later.
In my mind, the easiest way of achieving this is by making the bullets an actual moving entity instead of a traceline function.
Question is this: is there a point where an objects velocity is too fast to be accurately relayed? If the server updates every frame, would your bullet velocity be constrained by the servers frame rate? Or would it simply lose accuracy in where it contacts? A realistic velocity would be well above 10,000 quake units per second I imagine...like I said, I haven't done the math yet.
I already have some ideas to implement this with traceline if the afore mentioned method won't work reliably across network.
I haven't gotten far enough in my engine studies to know this yet.
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