3 ms·
BS. There are thousands of games developed as dedicated online games without any intention of having a client only version. The difficulty is balancing how mu
by midnightclubbed 6y ago
BS. There are thousands of games developed as dedicated online games without any intention of having a client only version.
The difficulty is balancing how much of the game runs on the client, how much on the server and how state is synchronized between clients and server.
Oh and it needs to render a photorealistic world with 2km Draw distances at a constant 144Hz with no more than 50ms latency between a button press and the other players seeing the result of that press. The servers will be receiving hundreds of packets per second for each game instance, will potentially be hosting thousands of game instances and must cost at most a few cents per player hour.
Web devs shocked, really?
- namelosw 6y agoI understand how difficult it is to build an online game, especially real-time MMOs with seamless maps. > The difficulty is balancing how much of the game runs on the client However, it's important to have the mentality to build on the server by default. And try other optimization before give up to the client. The reason that games are fighting this cheating surge is mostly due to the mindset is more "security bolt-on" in the game industry, instead of "security built-in" which you could see more in Web development.