4 ms·
> Gamedevs working on multiplayer FPSs and MMOs (which requires resolving incredibly complex state synchronizations at millisecond-scales) have done this for de
by phailhaus 5y ago
> Gamedevs working on multiplayer FPSs and MMOs (which requires resolving incredibly complex state synchronizations at millisecond-scales) have done this for decades
...no they haven't? Those aren't distributed systems. There is an authoritative server that holds the source of truth, and players sync up with it.
A truly distributed game would have each game client contain the full world state, and would synchronize with every other player rather than an authoritative server.