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I've built a proof-of-concept Unity lockstep once: https://github.com/golergka/KingOfCastles https://github.com/golergka/KingOfCastles But in real game develop
by golergka 5y ago
I've built a proof-of-concept Unity lockstep once: https://github.com/golergka/KingOfCastles https://github.com/golergka/KingOfCastles
But in real game development, there's too few situations where lockstep fits, as it makes the game pretty slow to react to player's actions. And rollback brings so much complexity to the whole game that it significantly impacts development costs.
- hesdeadjim 5y agoIf I hear the words “make the game multiplayer”, I immediately 3-5x the development cost and difficulty.
- golergka 5y agoOh yes. I was just comparing this to different multiplayer architectures: 3-5x for client-server, easily x10 for rollback.