I am making "bullet hell " game like Neon Wars (2d, physics based controls, lots of bullets). How should one approach the authorative model and lag compensation.
I initiallythought server authorative. It works well for movement as you apply forces so it’s an inbuilt inertia.
However don’t the user expect shots to be fired as soon as a weapon is fired instead of waiting for a roundtrip?
How should I then sync the bullets. I guess syncing their positions is impossible due to the high amount ?
Do I need someone to lag compensate so it looks the same in each client?
The game is both PvP and PvE if that matters and using Mirror.
Anyone have ideas?