4 ms·
>That's a good solution if your game receives game states, but in our case the game was deterministic and ran the simulation on the client at 50FPS, only receiv
by setr 6y ago
>That's a good solution if your game receives game states, but in our case the game was deterministic and ran the simulation on the client at 50FPS, only receiving the inputs from other players. This means that if your game freezes for 10 seconds (or tab out for 10 seconds), when you go back it would have to simulate all those 10 seconds before it could continue.
I would imagine you could do a "catch-up" mode -- execute the simulation at uncapped FPS till the simulation reaches parity, and turn off ui/sounds/etc during it.
Actually, if you didn't have such a mode already, I'm not clear on how the simulation would ever be able to catch up (eg most RTS's won't let you rejoin a match due to this)