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How to cast spells using Authorative Networking?
So I am having a bit of a conceptual problem here. I can't really wrap my head around how to make my games spellcasting to work. I am using an Authorative server setup, where the "host" player act as the authorative server. Each player runs it's own movement code as prediction which is then corrected if needed by the actual position sent out by the server using interpolation. This means that since I cant predict the OTHER players movements, my own character will be ahead of the server, whilst all others will actually be behind their server position. Now if I aim at a player in my local game, I will actually be aiming at their "past ghost" and I can't just compensate that by some flunky collision checking against past states since I want the spell to actually travel in the world and be avoidable and also something you could react to by for example casting a shield. Any ideas are welcome, I don't need any code supplied, just some ideas as to how to go about this. Thanks beforehand!
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