Re:The TRIBES Engine Networking Model (2009) [pdf]
by BFatts on Thursday July 07, 2016 @02:59PM
(#12051407)
The ghost stream manager was responsible for sending ghost representations of objects. They weren't full objects, but contained the properties or a subset of properties. All of the code was accessible as the Garage Games Torque engine.
So was the Ghost Stream Manager meant to also help combat packet loss? Or is it more simply a form of "Game state redundancy"? I'm speaking out of wheelhouse here.
I'm always a bit fascinated by these write-ups because so much has to happen in such a small window.