I was going to write an article about how to use perpendicular planes and simple distance algebra to implement perfect cylindrical hitboxes... but I was pre-empted by the quakelive team implementing it... damn
Instead, here is a perfect way to test how accurate the netcode/hitboxes are for railguns:
bind mouse1 "+attack;screenshotjpeg"
This actually causes another screenshot to be taken when you release m1, through which you can tell if the shot was a hit or not (crosshairpulse and the like)
Next week: How the "backwards reconciliation" netcode strategy ruins nuance by keeping client worlds out of sync.
Instead, here is a perfect way to test how accurate the netcode/hitboxes are for railguns:
bind mouse1 "+attack;screenshotjpeg"
This actually causes another screenshot to be taken when you release m1, through which you can tell if the shot was a hit or not (crosshairpulse and the like)
Next week: How the "backwards reconciliation" netcode strategy ruins nuance by keeping client worlds out of sync.
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