3 ms·
Love reading gamedev post-mortems such as these ;) Although what author discusses is specific to Age1 engine. Time sync in webrtc peer networks encounters many
by indescions_2018 9y ago
Love reading gamedev post-mortems such as these ;)
Although what author discusses is specific to Age1 engine. Time sync in webrtc peer networks encounters many of the same pitfalls. With errors tending to propagate non-linearly as more peers (and more complex scene objects) are added.
ThreeNetwork - Network sync library for Three.js
https://github.com/takahirox/ThreeNetwork https://github.com/takahirox/ThreeNetwork
- deleted 9y ago[deleted]
- skittlebrau 9y agoWe got way better at dealing with synced/deterministic simulations over time. Much better sync logging system, decoupling render rate from simulation rate, more institutional knowledge/intuition about all the surefire ways to break determinism (using unsynced random number generator, uninitialized variables, reading local machine state from sim, using local timers rather than synced ones, not resetting floating point flags after calling Direct3D, etc). The bad news was once we were generally avoiding all the common causes as a matter of course, the sync bugs that remained were non-trivial ones that took lots of time to diagnose.