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Starsky engineer here. We are actively hiring developers to work on this system (we call it "tele-operation" internally). I'm currently (this afternoon) workin
by eldavido 7y ago
Starsky engineer here. We are actively hiring developers to work on this system (we call it "tele-operation" internally).
I'm currently (this afternoon) working on driving the latency of the communication in this system down even further by stripping it down to bare socket programming. We'd love to meet anyone who's done RTS games, first-person shooters, or anything else that involves keeping moderate amounts of state synchronized over medium-latency networks. :)
- toomuchtodo 7y agoHighly recommend pilfering folks from Riot Games’ engineering team based on chats with folks there. Solving similar problems.
- ncallaway 7y agoI've done a small amount, but mostly as hobbyist stuff. If you haven't looked at it already, Glen Fiedler has a great series on game networking on his Gaffer on Games blogs that covers a lot of those topics in ways that were really helpful for my implementations. https://gafferongames.com/tags/networking/ https://gafferongames.com/tags/networking/ It looks like his site is down, but it's also available on the internet archive: https://web.archive.org/web/20190405204744/https://gafferongames.com/tags/networking/ https://web.archive.org/web/20190405204744/https://gafferong.... It's all fairly high-level stuff, and I'm sure it mostly just retreads ground that you're familiar with, but I thought the explanations were all super-clear and helped crystallize a lot of thoughts that I already had but hadn't focused that well.
- bluescrn 7y agoRTS games are potentially one of the simplest cases for online multiplayer - a deterministic lockstep approach is possible, and you don’t send state over the network, just actions (e.g. ‘move group 1 to x,y’). And as unit control is indirect, an RTS can tolerate a few tenths of a second of latency much better that many game genres