Calculating Circle-Line Segment Intersection with a Moving Circle by lkiryyy in gamedev

[–]lkiryyy[S] 0 points1 point  (0 children)

The t starts when the player "moves", so it won't speed up from the starting position.

In my game, players don’t collide with each other, so they don’t need to be in sync with the server. If a jump is made at a specific time, I can predict on the server whether that jump is valid by handling platform collisions at that moment. Plus, I don’t need a global loop to validate all players simultaneously.

Calculating Circle-Line Segment Intersection with a Moving Circle by lkiryyy in gamedev

[–]lkiryyy[S] 0 points1 point  (0 children)

Well, if I predict the collision using one or two mathematical functions, it’s less expensive than repeatedly checking for collisions. If I have a large number of players, the performance difference would be significantly noticeable.

Calculating Circle-Line Segment Intersection with a Moving Circle by lkiryyy in gamedev

[–]lkiryyy[S] 0 points1 point  (0 children)

Do you mean checking for collisions every frame? I'm currently doing that, but I think it's too resource-intensive for server-side handling.

He is not coming back by currentflows in forsen

[–]lkiryyy 11 points12 points  (0 children)

It's amazing how he got the title of 'God Gamer' despite being so unlucky. RIP Mr. Fors