4 ms·
This isn't a theoretical, unproven suggestion he's recklessly advocating -- this technique is implemented in several games played by millions without your DoS s
by jtown_ 12y ago
This isn't a theoretical, unproven suggestion he's recklessly advocating -- this technique is implemented in several games played by millions without your DoS scenario playing out. Games are typically low bandwidth applications -- they use that extra wiggle room to increase reliability and responsiveness with reliable real world success.
He's also written about flow control to properly handle congestion when it does happen: http://gafferongames.com/networking-for-game-programmers/reliability-and-flow-control/ http://gafferongames.com/networking-for-game-programmers/rel...
- infinite8s 12y agoI wonder if something like Aeron (https://github.com/real-logic/Aeron https://github.com/real-logic/Aeron) would work.
- gafferongames 12y agoTo be clear, not all games are networked using the deterministic lockstep technique but most realtime games (FPS and so on) do use UDP to send time critical data, and implement some aspects of reliability, ordering and congestion avoidance within their own custom protocol.
- jtown_ 12y agoYeah sorry -- I should have been more clear. I didn't mean to imply most games use deterministic systems.