3 ms·
Decades ago we were deeply concerned with syncronized simulations; the dominant replication method was lock-step input replication, or similar, and that made it
by dleslie 5y ago
Decades ago we were deeply concerned with syncronized simulations; the dominant replication method was lock-step input replication, or similar, and that made it very important that everyone's simulation was identical or bad things would happen.
Nowadays that's not an issue, as there's a slew of different ways of overcoming that and allowing clients to operate asynchronously; sometimes widely asynchronous.
- _dwt 5y agoAny good resources (or even search term hints) you could recommend on the more modern/async approaches? I’d love to read about them.
- lodi 5y agohttps://gafferongames.com/post/state_synchronization/ https://gafferongames.com/post/state_synchronization/ Also search for "game networking" + the following: - state replication - dead reckoning - client side prediction - networked physics
- camgunz 5y agoIt's still super important for clientside prediction. If the client and server are getting different math results that's a desync. Now that can matter not at all or a lot depending on the game, but regardless it's still fundamental.