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I had worked on a number of commercial MMO games' server and I don't necessarily agree on your opinion on "a completely solved problem space". Have you worked w
by summerlight 4y ago
I had worked on a number of commercial MMO games' server and I don't necessarily agree on your opinion on "a completely solved problem space". Have you worked with your game designers and artist to find a sweet spot across latency, bandwidth, security, hit box and effect synchronization etc... just for one type of action skill? I had. It ended up with a very customized protocol which was nearly unusable on any other stuffs. It might seem simple to do such things for one or two features, but it's actually death by thousand cuts; it doesn't take that long till all those state synchronization and replication codes invade through game-play and presentation layers and all the logic and you got hundreds of them now.
And I am not very sure if you had a good look through the resources that you posted... Many of them are pretty explicit on their use of own ad-hoc solutions and the trade off that had to be made, which really supports my arguments. (Yeah, I think I already have read and watched more than half of them over the last decade) And this is not surprising if you have a good theoretical ground on distributed systems which have literally hundreds of impossibility theorems and real time games usually have quite tight latency constraints.