3 ms·
As long as there is one true arbiter of the game state, I can't see how. The default these days is to have a master server, but back in the day, I developed a
by varelse 11y ago
As long as there is one true arbiter of the game state, I can't see how. The default these days is to have a master server, but back in the day, I developed a distributed server state that let each node determine the true state of its local inhabitants whilst the others performed a glorified predictor/corrector (with frequent corrections) of those that were non-local. In that model, state is unambiguous and deterministic.
- RyanZAG 11y agoAccording to the linked article, transferring the full game state is too large - such as for SupCom where the game state is huge. Instead, they only pass player input. I guess that says for a Javascript game, you must always pass the full game state?
- varelse 11y agoNo, you can pass the controller states and timestamps to whichever node is acting as its server. You then extrapolate everywhere else until a correction arrives from the server. It worked magnificently and we used to watch efficiency improve up to 4 consoles and then gradually decline due to increasing latency. Never patented any of this, have at it, we have scads of prior art if anyone tries to do so :-)... In this day and age, I suspect the latency issues would be unnoticeable on a 10 Mb/s or better router (which is to say any LAN party) but this was done in the mid-90s.