4 ms·
Modern games just have the client run its own world simulation and rectify with the server later to hide the network latency. This strategy won't be possible wi
by stcredzero 7y ago
Modern games just have the client run its own world simulation and rectify with the server later to hide the network latency. This strategy won't be possible with streaming. Is there some alternate optimization that can be made for streaming?
I'm working on a system that unifies single player and multi-player development. Think of it like zeit.co's "NodeJs Now" but for games, with a local-only configuration option. The way my system relates with streaming, is that the client is scaled way down in complexity. Basically, the sync protocol is a stream of positional updates from the server. The client becomes little more than a screen entity display. Then, the developer has the option to add a bit of "own world simulation" to further hide latency. (Or, in the case of the game I've implemented, just "own entity simulation" is enough.)