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Nice article. I implemented netcode for a canvas game I made a while ago over websockets. It used client-server with various RPCs from/to the clients and worke
by davedx 5y ago
Nice article.
I implemented netcode for a canvas game I made a while ago over websockets. It used client-server with various RPCs from/to the clients and worked pretty well. I’m just starting on a kind of follow up of that game that will have more discrete movement so it was useful to read this overview. I’d maybe like to add that often games make a distinction between “authorized” actions players take (eg spell casts that damage other players), that often use the client-server RPC mode, and the “p2p rollback” actions that are less strict but generate more traffic like player movement. I believe World of Warcraft uses this model, and I also worked on a FPS that IIRC also worked this way: a gun fire was RPC over TCP; movement was done via UDP broadcast.