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I guess this is one of those "in theory, theory and practice are the same, in practice, they are not" kind of things. I don't know of any triple-A game engine t
by mambodog 16y ago
I guess this is one of those "in theory, theory and practice are the same, in practice, they are not" kind of things. I don't know of any triple-A game engine that works that way, and it's not for a lack of smart people working on it. I'm sure that could work for a sufficiently simple game engine, however.
- Retric 16y agoRTS often use that approach combined with check sums. They then resend world state when they don't match. However, FPS that use a little state prediction become much more complicated. Ideally, FPS would run two versions of the game world, what happened, and what the players see, with more information being sent about what happened close to the player helping the version that players see be more accurate. And continuous updating of the version players see based on predictions from the "real" version of the game world. But, getting that working would be extremely demanding and reduce the games ability to do physics in real time etc. PS: Game developers may be smart, but as a rule they have less experience than you might think. Short burn out cycles keep the industry from evolving.