In a FPS game like Battlefield or Arma, when playing online, should the bullet trajectory be calculated by the server or by the client?
120505
I play a lot of "Call of Duty", and can see tracers for gunfire, missiles, care packages falling from helicopters etc. There is a lot of activity. I am curious to know the algorithm one would use, at a high level, to manage all this action when you have 20 people on a map shooting each other to death.   touches on the subject, but doesn't ask for a more in-depth answer as to how you the developers go about calculating and transmitting movement and collision detection for projectiles, be it missles, bullets, or any other object that is flying through the air in real-time.  How are trajectories calculated and transmitted to other players, in multiplayer?
33495
In Counter-Strike, is there any count (in seconds/minutes) until the bomb explode when it's first set-up? And can the timing be modified?
68506
Here is the situation.  I have hexagonal board,and a unit on it,with speed or move value 4.Diffrent terrain has a diffrent cost.When i click on the unit,game should show me a move range.  My solution was to check each  hex in range of 4,with A* pathfinding,and if path cost was less than 4 then this hex was in range.Finally game nicely show me range of that unit.  My question is:   Is there other solution to search for range on hex grids or square grid,because even if i am really proud of what i did in my solution,i think,it is a little to exaggerated?:))  What make me ask this question?I noticed that when unit speed is 4 or 6 or even 8,time to computing range for my computer was really good,but when speed was 10 and more i noticed that i needed to wait few second to compute.Well in real games i rather dont see something like this and my A* pathfinding is rather well optimized,so im thinking that my solution is wrong.  Thanks for any replies.
29498
I know the rifling in a gun or rifle puts a spin on the bullet along the axis of trajectory. Now I don’t understand exactly why does it make the trajectory more stable and allow for greater travel?
37364
In Overwatch, there is short countdown for a few minutes before the match begins. During this time, the defending team is allowed to roam the map to set up their defenses, while the attacking team sits in a small lobby until the game starts and the doors open. (Or in KotH-type maps, both teams wait in a lobby.)  While players wait, it's not uncommon for them to fire off random shots, especially since a lot of the environment is destructable (it's entertaining to watch plush onions sail through the air in the arcade).   Do shots fired before the match starts count towards accuracy statistics at the end of the game?
79472
Well I have a simple 2D game where all positions are defined by and X and Y coordinate.  There are objects moving at a constant velocity. And a turret fires a bullet at the X and Y coordinates of the object. By the time the bullet goes to the desired area, the object has already moved.  So i need to adjust the X and Y target positions for the turret to shoot at taking into account the bullet speed and object speed.  Here's an image showing the problem.
102152
I played around with it for a while, but I simply can't figure it out.  I made a tank that fires missiles, and when the missiles hit the walls, I want them to bounce off, but I want them to bounce off to the right angle.  Right now I haven't got any obstacles, the missiles just bounce off when they get outside the viewportRectangle I made.  Is the solution I'm looking for quite advanced?  Is there a relativly simple way to do it?
108419
I'm building an MMO using Node.js, and there are monsters roaming around. I can make them move around on the server using vector variables acceleration, velocity and position.  acceleration = steeringForce / mass;  velocity += acceleration * dTime;  position += velocity * dTime;  Right now I just send the positions over, and tell the players these are the "target positions" of the monsters, and let the monsters move towards the target positions on the client with a speed dependant on the distance of the target position. It works but looks rather strange.  How do I synchronise these properly with the players without looking funny to them, taking into account the server lag?  The problem is that I don't know how to make use of the correct acceleration/velocity values here; right now they just move directly in a straight line to the target position instead of accelerating/braking there properly. How can I implement such behaviour?
1813
I have two submit buttons in a form. How do I determine which one was hit serverside?
99298
Does the game roll for my dodge chance when the enemy weapon is fired, or when it would hit my ship?
9935
As far as I've seen, it seems like , so that's not an issue.  What I'd like to know is if it has a cutoff range, or does all it need is line of sight?  Meaning, could I place it on a high position that's far up, such as on Hollywood 1st obj elevator, and still have it shoot players that are coming out from under tunnel?
59788
I'm about to start developing a sidescrolling game where the player's goal is to travel as far as he can in the horizontal axis before touching down. Note that I do not need to ever travel back on the horizontal axis.   I'm developing this with the AndEngine for Android which uses OpenGL and Box2d.  Before starting, I need to decide on something important: should I use the world around the player to simulate movement or actually move the player and follow him with the camera features of the game engine?  Both approaches seems to have different strengths and fallbacks, so I don't know which one is considered best. For example, what would make it easier to add power ups along the way and have a nice animated background?  Thanks!
103176
So I was thinking about this really simple situation and then I came across a little question. The situation is as follows: There is a block of wood suspended from a ceiling like support with two strings. The strings are perfectly rigid and light with no friction between various parts of the string. .A bullet is shot horizontally and gets embedded in the block My question why can we conserve momentum in the horizontal direction in this scenario when there is a component of tension acting in the horizontal direction which is an external force force. Why do we consider that the bullet block system has a horizontal velocity at max height? I get that $\frac{(M+m)v^2}{r}=(M+m)g$ And $\vec{F_{net}}=0$ at this point but there is still a velocity component perpendicular to the direction of the string which means the system will rotate about point of suspension further and has a greater height achievable which is a contradiction In conclusion shouldn't the equation for max height be $1/2mv^2=(M+m)gh_{max}$ rather than $1/2\mu v^2=(M+m)gh_{max}$ where $\mu$ is the reduced mass of the system Please correct my conceptual misunderstandings and shed some light on situation. Thanks in advance.
60532
Let's say I'm 10ft away from an enemy. In my turn, I choose to move 5ft to get close enough to attack, I do attack, then I use my remaining movement to move out of range of the enemy. Does this still allow them an opportunity attack?
30109
Let's say that a player uses the ready action and says "If a character aims at me with a weapon, I'll use Teleport to move behind cover."  What happens? Does this work? If not, please cite the rules to explain why not.
105735
Most online games suffer for this problem and there are some  out there to cover this but recently from what I've seen most companies are trying to avoid those programs creating their own system (blizzard with warden, aion with their own checking, etc...) but it is a very difficult case to prevent such ...  Just wanted to say i made another question topic as community wiki specific for posting applications and it is features and the ideas behind this question here is not to list those but instead to know more about what were your attempts, issues along the road and possible solutions, piece of codes if application and so forth.  What sort of protection do you guys use in order to (try to) prevent such acts:   Anti-cheat Software ? (please state which, why and possible problems you faced, for example aion stopped using GameGuard at beta stage due to a huge amount of compatibility problems and complains from their users) Your own code ? (what sort of verification do you usually run to make sure of the bad-faith players, for example speedhack, verify new location against speed+last location, etc...) None, i dont care ? (any personal reason or input you did like to share ?)   Any interesting piece of code related to the issue you would like to post ?  Feel free to rework my text my english inst that great  ?**
38505
I'm trying to calculate the initial launch angles and velocity of a projectile (atmosphere's effects can be neglected), assuming that I know the lat/lon coordinates of both the launch and the destination points. Can you recommend any software libraries or reading materials that could help? Thank you.