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I find it interesting that I keep seeing these document-driven approaches to game development. You can also see this in some of the more advanced online DnD eng
by and0 4y ago
I find it interesting that I keep seeing these document-driven approaches to game development. You can also see this in some of the more advanced online DnD engines out there. Documents and update streams are simple but super powerful. I think Firebase is also similar?
What's not explained is how a real-time game would handle prediction and latency. On the local network the Among Us clone is probably alright, but could have both input lag and unusual movement with any latency. From what I can tell there's an onTick that is moving the players on the server, but no local prediction or synchronization that usually makes these run well. Maybe I'm overthinking things -- most TVs have 50ms~ delays on standard settings and we adapt. This could have less.