4 ms·
For 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 n
by oreally 5y ago
For 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.