3 ms·
This article is wayy outdated in the context of today's games. Look to https://gafferongames.com/post/deterministic_lockstep/ https://gafferongames.com/post/det
by oreally 5y ago
This article is wayy outdated in the context of today's games. Look to https://gafferongames.com/post/deterministic_lockstep/ https://gafferongames.com/post/deterministic_lockstep/ instead, you get bonus animated gifs there.
- reitzensteinm 5y agoWhat specifically is outdated? If you look under the hood of modern RTS games they're all going to look pretty similar, and this article has a bunch of info Gaffer's doesn't. I would read both.
- oreally 5y agoFor example you really don't need to enforce a 200ms turn rate, and their notion of what makes a 'communications turn' is unclear given the terms gamedevs use nowadays.
- reitzensteinm 5y agoYeah, I used 30hz for my turn rate, but the principles are the same. The terminology is dated, but there's some real gold in there. The bits about deer facing snowballing out of sync errors, out of simulation code corrupting simulation state, comparing state dumps... this is exactly what your life will be like if you build your games this way. I know this because I have (although complicated by the addition of rollback). The Gaffer article barely scratches the surface.
- TacticalCoder 5y agoThis article paved the way. FWIW I had written a fully deterministic (non networked though) game engine around... 1991. HN user "dfan" here wrote a fully deterministic game engine for the DOS game Terra Nova in 1996. There were probably others but resources about deterministic game engines were very rare for nearly nobody had one so this article about AoE was a gold mine for many. Some terms may have changed, but the techniques are basically identical. Blizzard in 2002 with Warcraft III had basically solved that issue for RTS once and forever too (and maybe for Starcraft before that?) and not much has changed since then.