Yea i guess i understood how seeds work (at least the basics)
But let's say Peer has some short connection issues while shooting, or simply something went wrong while sending the player input data to the Host.
Now the Peer will display 10 shots.
But the Host only triggered / recieved / noticed 9 shots.
This means that the entire seed sequence will be off by 1 for the Peer for the rest of the game.
Which means all the following shots will be displayed wrong.
I think the chances that this happens is pretty big, considering a fast-paced shooter with multiple players shooting with "realistic" automatic weapons and whatnot. (thousands and thousands of projectiles)
And this is all running through a Peer to Peer connection with normal PCs and normal Internet connections. (not a perfect world)
That's why i'm saying:
To prevent that, maybe it could be possible to re-sync the current state of the seed every 30 seconds~2 minutes or something like that.
(If that's possible, since i've never worked with it?!)
Collisions will be handled host-side only.
Displaying projectiles can be just aesthetics, but i want them to be as accurate as possible.
Why? Because as a player i want to see when i hit something.
Anything else is garbage.
As i've said before, it does not have to be 100% accurate, so it's fine when there are some discrepancies.
But missing and still killing, or hitting and never killing is bullshit if it happens a lot.
And i want some visual feedback with the projectile flash-line.
I do not plan to only have a muzzle flash and then wait until the server responses if i've hit something or not.
And i do not plan to only have a muzzle flash and then show absolutely wrong information just for the sake of being responsive.
Random number being percent to hit?! I don't get what you mean.
Never done that, i will take a look at it if i can find something.
Including player position as well would require for some host-side position checks, which i guess could get pretty complicated to achieve.
Thanks again guys!