6 ms·
Planning to support complex lag masking netcode as a TODO is not a good sign.
by gafferongames 2y ago
Planning to support complex lag masking netcode as a TODO is not a good sign.
- pphysch 2y agoSeems too biased and harsh. The best lag masking and clientside prediction systems I've experienced as a player are those that are closely integrated with the idiosyncratic gameplay mechanics. I would never expect SpacetimeDB to have a one-size-fits-all solution to this, nor for it to be the central focus of their product.
- gafferongames 2y agoGame development is not something you learn by playing games.
- pphysch 2y agoYou will implement terrible lag masking and clientside prediction if you aren't looking at it from the UX perspective, because that is literally the only reason these features exist, to trick players into thinking the game signals are moving faster and with greater frequency through the network than is physically possible. Perhaps you would make better games if you considered the user perspective.
- gafferongames 2y ago[flagged]
- pphysch 2y agoHappy to help.
- smus 2y ago[flagged]
- deleted 2y ago[deleted]
- lomase 2y agoThis is the Internet now, is not worth it, those times are over.
- gafferongames 2y ago[flagged]
- dtj1123 2y ago[flagged]
- cloutiertyler 2y agoTODO does not imply no plan or that we haven't thought deeply about the problem. Prioritization is imperative when you're building an MMORPG and a new database with a small team for both.
- gafferongames 2y agoHow can you think deeply and plan for something when you don't know what don't know. You can only really understand these things when you've taken a game using these latency hiding techniques into production, and then after this, you'll probably realize that some of your original ideas were wrong. Where does this leave SpacetimeDB then?
- stronglikedan 2y agojust because someone doesn't think and plan just like you do, doesn't mean they will not succeed
- gafferongames 2y ago[flagged]
- deleted 2y ago[deleted]
- cloutiertyler 2y agoFor what it's worth, BitCraft currently ships with client-side prediction. It's just not built into SpacetimeDB yet. It's relatively simple, but "The SpacetimeDB devs have not yet shipped a game using client-side prediction techniques", is not correct.
- gafferongames 2y ago[flagged]