2 ms·
What they mean is that if you're doing anything that samples random, don't do it inside of something like a loop whose length is dependent on the local game sta
by fl0wenol 8y ago
What they mean is that if you're doing anything that samples random, don't do it inside of something like a loop whose length is dependent on the local game state that isn't sync'd on the current turn; especially in the graphics engine for doing particle effects or picking random animation frames. Like if you sample random every animation update frame to pick which fire graphic to use on a torch or bonfire (very common), but you suffer graphic slowdown and sample it not enough or too many times, that could vary between clients unintentionally.
Once it comes time to simulate that next turn, if you have something different than other clients because of a missed update or graphics lag, even if object positions and the random seed going to be "fixed" by another turn update, all future interactions with any objects that over- or under-sampled random will be wrong and could create further sync problems.