3 ms·
Just keep some buffer of generated tiles around the players, and either use a server to asynchronously decide on when which player moved to cause which tile to
by namibj 8y ago
Just keep some buffer of generated tiles around the players, and either use a server to asynchronously decide on when which player moved to cause which tile to be generated.
You can also use something distributed if you go for peer-to-peer communication.
fix the seed and ensure everyone aggrees on the order in which they tell the generatoe that a certain chunk needs yo be fixed or should be freed from memory.
Consider just aggreeing on added/deleted blocks inside fixed intervals, and then process the list in e.g. coordinate order.
Consider Raft for peer-to-peer aggreement of the exact diff for the most recent period. Consider chunks of like 0.5 seconds per diff.
Don't apply the diff tk the generator until a moment later. You can interleave the cknsensus process of successive blocks a bit.
- a_t48 8y agoPeer to peer greatly complicated multiplayer architecture- you _can_ build it like that, but it will be 10 times more difficult.