Re:Why Bitwise Reproducibility Matters
by RyanZAG on Saturday September 19, 2015 @04:22PM
(#10245432)
According to the linked article, transferring the full game state is too large - such as for SupCom where the game state is huge. Instead, they only pass player input. I guess that says for a Javascript game, you must always pass the full game state?
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Re:Why Bitwise Reproducibility Matters
by varelse on Saturday September 19, 2015 @05:55PM
(#10245661)
No, you can pass the controller states and timestamps to whichever node is acting as its server. You then extrapolate everywhere else until a correction arrives from the server. It worked magnificently and we used to watch efficiency improve up to 4 consoles and then gradually decline due to increasing latency. Never patented any of this, have at it, we have scads of prior art if anyone tries to do so :-)...
In this day and age, I suspect the latency issues would be unnoticeable on a 10 Mb/s or better router (which is to say any LAN party) but this was done in the mid-90s.