Hit Detection

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Post » Sun Apr 11, 2010 9:42 pm

Hit detection (latency in general really) can be an issue for many p2p games. I've played those games where the player teleports around because of latency and some even where you have to lead your attacks to where you think the target will be in ping time http://img201.imageshack.us/img201/2079 ... ed2jp6.jpg || http://img335.imageshack.us/img335/2921 ... nedgq9.jpg (now we have to become psychic to play games). So, I've thought about making a system where you have to hit on your screen and they have to be hit on their screen. If both cannot kill each other then they either shouldn't be playing each other and should find someone else closer to them, or they should learn more skill to trap their opponents into attacks that aren't easily dodged. I would think this solution would be the most fair; however, I don't know if there's a technical reason why its not done this way.

I would think there could be a way to integrate those "miss" hits into the game (like those rpgs do) and have a system to allow correct feedback from a hit detector.

What do you think would be a way you would handle hit detection?
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