Client Authenticated Windcharges#177
Conversation
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Let me know if you would consider merging this and I will clean it up a bit. I plan on adding a server-bound packet containing the windcharge data for accurate handling and prediction. |
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I'm open to this in concept, but it feels like it'd be quite complicated. I personally don't like the movement of the wind charges at all, it's much less consistent than the custom rocket jumping from MCCI's Rocket Spleef, so I would want to be able to create client-side rocket jumping like that instead of just the exact physics of the vanilla wind charge, allowing the plugin to customise the exact behavior. Also of course simulating entities on the client might be very janky as it's not something ever done in vanilla, there's no good rollback logic. Atm though I'm still working on tuning the client-side elytra which already brings up some interesting problems with keyboard input timings that might be important to solve before more things are made client-authoritative. |
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I did wind charges for hollowcube as I play on that server more, but a more universal solution would be interesting. It would need a universal explosion prediction function that each item was given parameters for but could be possible. |
Handles wind charge entities client side to make them more predictable on high ping.