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For anyone interested, this is also a great article about multiplayer networking: http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php
by cclogg 13y ago
For anyone interested, this is also a great article about multiplayer networking:
http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php http://www.gamasutra.com/view/feature/3094/1500_archers_on_a...
Currently working on an iOS project using a similar system, which so far works great. A challenge I am facing right now is pathfinding in conjunction with synchronous multiplayer. Pathfinding can take a decent chunk of cpu time on lower-end devices, but you can't really multi-thread it since you need all players to calculate the same paths on the same simulation ticks lol... so might come down to rate-limiting the amount of units that can re-path on a given sim-tick.
Making multiplayer games is fun lol... :)