4 ms·
To be frank, I thought this article would be discussing the 'other' door problem, which arises in multiplayer scenarios. It's also called 'first to the button'
by cmroanirgo 7y ago
To be frank, I thought this article would be discussing the 'other' door problem, which arises in multiplayer scenarios. It's also called 'first to the button' (or post or flag).
The basic premise is: there's a button on the wall and two players are running toward it, one has higher frame rate the other has lower latency. Which one wins?
It's a problem that's been around forever & I assume it's taught at uni these days. Ironically, I didn't find much on Google (nor gamasutra), here's a similar (but not exact) real world prob: https://stackoverflow.com/questions/6241377/multiplayer-whiteboard-race-condition https://stackoverflow.com/questions/6241377/multiplayer-whit...
- leetcrew 7y agoisn't this basically a solved problem (if tricky to implement correctly)? you have a game simulation update rate that is decoupled from the graphics framerate and give a local timestamp to every update. then the server compares the timestamps to decide which action occurred first and updates game state accordingly. if you make the simulation logic simple enough or pick a conservative update rate (I believe battlefield is or used to be 10 Hz), you can ensure that even min-specced machines almost never have to skip a simulation frame.