3 ms·
And that's before we get in to asynchronous, async/sync hybrid, trusted peer to peer (used a lot for coop games to lower server costs), multiplayer idle games,
by reitzensteinm 6y ago
And that's before we get in to asynchronous, async/sync hybrid, trusted peer to peer (used a lot for coop games to lower server costs), multiplayer idle games, hybrid deterministic with trusted peer to peer (eg you can move around freely but gameplay modifying actions are scheduled in advance).
It's a complicated and vibrant field and one size does not fit all. There are just parts you can abstract away and provide libraries for.
- andrewmcwatters 6y ago> asynchronous All multiplayer is asynchronous you donut. Asynchronous game rules have nothing to do with asynchronous networking. > async/sync hybrid Pulling stuff out of your behind. > trusted peer to peer (used a lot for coop games to lower server costs) No such thing. There is no "trust" in multiplayer. If you write a peer to peer game, you're open to cheating. > multiplayer idle games What? > hybrid deterministic with trusted peer to peer Pulling stuff out of your behind. At the end of the day, entities, objects, actors, whatever you want to call them, have networked fields and they're serialized and transmitted. Game rules state is networked. Developers choose what they want to network. The engine determines what is sent and what is not. This lattermost piece is where things can get complicated based on whether or not information needs to be sent, shouldn't be sent, is sent by visibility or audibility, is sent by quad tree node, etc. But there's no different architecture for it. That's plainly stupid. There's nothing about these made up designs you're talking about that stops the need for entities to have watched fields that get serialized and transmitted based on transmission rules.
- reitzensteinm 6y agoAll of these systems exist in real games I have first hand knowledge of. What I'm taking from this conversation and looking at your engine is you're very familiar with the Source way of doing things, but ignorant of other work in the field. If you were being pleasant I'd be happy to go in to specifics, but you aren't, so I won't. Although I will say this: > There's nothing about these made up designs you're talking about that stops the need for entities to have watched fields that get serialized and transmitted based on transmission rules. Over a million people have played my multiplayer games, and they are not implemented this way.