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I am curious as a non game developer, are these types of games deterministic? If so if I send to the server that I moved huge units to attack another huge units
by yohannesk 2y ago
I am curious as a non game developer, are these types of games deterministic? If so if I send to the server that I moved huge units to attack another huge units, can the server determine what the end will be? Why do we face a network issue?
- HideousKojima 2y agoMany (not all) RTS games use a networking method called lockstep synchronization that requires the gameplay to be deterministic, but has its own downsides. One of those being that if one player lags, everyone lags. I know AOE 1 and 2 use it, and I assume 3 as well
- littlestymaar 2y agoThe good thing being that you get replay for free.
- NortySpock 2y agoFor Beyond All Reason, it seems the Spring/Recoil engine will eventually decide to "close the action window", so that if one player is lagging hard, they simply submitted no actions for that "round" and the rest of the players keep going. I know because I've gotten to the point in the late game where my computer can't simulate at realtime, and I can no longer control my units, but everyone else keeps playing. Conveniently you can even still sort of chat in this state, and ask a teammate to assume control of your army on your behalf.
- matsemann 2y agoThis article is a classic, 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond https://www.gamedeveloper.com/programming/1500-archers-on-a-28-8-network-programming-in-age-of-empires-and-beyond https://www.gamedeveloper.com/programming/1500-archers-on-a-... Edit: original where the pictures work https://web.archive.org/web/20180719170411/https://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php?print=1 https://web.archive.org/web/20180719170411/https://www.gamas... > Rather than passing the status of each unit in the game, the expectation was to run the exact same simulation on each machine, passing each an identical set of commands that were issued by the users at the same time. The PCs would basically synchronize their game watches in best war-movie tradition, allow players to issue commands, and then execute in exactly the same way at the same time and have identical games.
- IshKebab 2y agoWhich was great until there's a bug and it just says "sync error" and your 3 hour game is gone.
- immibis 2y agoWhen this happens in Factorio, the game pauses, one player (the server?) saves the game and sends it to all other players who load the savefile and the game resumes when that's done. It's not a nice experience, but it's a lot better than "you can't play today, goodbye!"
- doublerabbit 2y agoSame with RA2/YR. All it took was for some salty player to activate a trainer or prez IFS and kill the game. I like that the lobbies were ran over IRCd. Dreamforge IRCd with the server password being "supersecret".
- arlort 2y agoThey can be deterministic but I think you might be confused about the kind of game In RTS games like 0AD or AoE you don't just send a single huge unit to attack and wait for the result, you send many tens of individual units near enemy units, then the "battle" goes on in real time and you can micromanage units to influence the outcome. You can't just simulate it on the server because the server can't simulate the thought process of the players
- vasco 2y agoAoE2 battles are all about the micromanagement. Last minute splitting the onslaught of trash units against your opponents treb micro shot can change everything. Kind of old but lots of micro tactics per unit here: https://youtu.be/hjUgisPD_C4?si=F-UvzDOTsWRZhZSq https://youtu.be/hjUgisPD_C4?si=F-UvzDOTsWRZhZSq