4 ms·
Oh totally. Half of games networking is finding out what you can "get away with" from an impact/user perception. Ex: play hit effects, sounds in a de-synched w
by vvanders 5y ago
Oh totally.
Half of games networking is finding out what you can "get away with" from an impact/user perception. Ex: play hit effects, sounds in a de-synched way locally but have major game events be authoritatively acked by the server, the local events also do a good job of masking the latency. The other half is really cool tricks like dead-reckoning or lock-step[1] which uses a completely deterministic game state to sync hundreds of entities over latent connections.
It's a really fun design space that's leverages heavily both the game design(designs where players "predict" are easier to keep in sync/fun), a level of deception to hide latency and cool technical approaches to hard problems in a non-deterministic environment.
[1] https://en.wikipedia.org/wiki/Lockstep_protocol https://en.wikipedia.org/wiki/Lockstep_protocol