Improved Shooting Lag


Since this is my first time making a multiplayer game, my first big problem to solve was latency between clients and host. While the host had perfect shooting timing, the clients were experiencing noticeable lag when shooting, almost a second between click and visual cue. I solved this, or at least I think it solved, by pooling the bullets on each client and reusing them instead of instancing and then spawning each bullet across the clients before shooting them. It took a bit of work synchronizing everything but the results were worth the suffering.

Files

Nix Hounds.zip 26 MB
Nov 20, 2018

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