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Client-sided terrain and server-sided enemies?

Asked by 6 years ago
Edited 6 years ago

Hi,

I'm making a game that renders randomly generated terrain on the client's computer, avoiding the need for the server to do more work. However, I'm not sure on the best way to do enemies.

Without terrain being rendered on the server, they would just fall through the ground on the client. The best solution I could think of was to have the enemies client-sided and update their movements every now and then through remote events, but I figure that would introduce quite a bit of latency and inaccuracy among clients.

Are there any better ways to do this? Thanks x20 for any help

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Well thats a mess.. Would you consider server siding the terrain? magiccube3 115 — 6y
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Is there a reason you want the clients doing all the work? Normally I feel as if I want the clients to be performing as little as people with the server dealing with most of it Vulkarin 581 — 6y
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Well, a lot of parts get generated for the landscape and I imagine it would be pretty laggy when everything is loading. Perhaps a few seconds of lag would be alright, but I may have to send some of the terrain data (some tables/variables) to the clients. Should I do this through a remote function/event? GuestOfChaos 2 — 6y
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I don't really think it would work out. You could try enabling StreamingEnabled, that allows the client to load faster regardless of the map size. Mayk728 855 — 6y

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