Re:1500 Archers on a 28.8: Network Programming in Age of Emp...
by mtinkerhess on Thursday July 19, 2018 @03:42PM
(#17569621)
It depends on the genre and the specific game. RTSs can do it this way and some fighting games do, although some fighting games use a variation that involves predicting player input and rewinding the game state on misprediction in order to reduce perceived latency. FPSs tend to use a totally different model that involves sending only the most recent relevant information to each player and trying to balance server authoritative cheat-prevention with allowing clients a little leeway in order to make the twitchy gameplay feel better. There's a great paper on Tribes' networking model that is still largely relevant for FPSs.
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