3 ms·
The title reminds me of one of my all time favorite simple hacks. This was from an RTS game circa 2000, can't remember which. They were p2p broadcast lockstep
by jasonwatkinspdx 11y ago
The title reminds me of one of my all time favorite simple hacks.
This was from an RTS game circa 2000, can't remember which. They were p2p broadcast lockstep as the above, and UDP based. Since the bandwidth is so trivial (boils down to what 10 fingers and a mouse can do), they'd just repeat the last N messages in every packet as brute force forward error correction. Lose a packet? Just wait for the next one.
- dxhdr 11y agoDelta encoding is the more general technique you're describing. It's used by most latency-sensitive networked games today, first made popular in Quake 3 I believe. The general idea is to keep resending all changes in state since the most recent ACK.