Re:1500 Archers on a 28.8: Network Programming in Age of Emp...
by p1necone on Thursday July 19, 2018 @03:43PM
(#17569625)
I believe wow (and most MMO's) instead take input from each player and run the simulation completely on the server. Although often enemy and NPC positions aren't synchronized exactly between players. There's also much more tolerance for latency in crowded situations - it doesn't really matter if the ~30 other player characters lag behind their actual position in a town by even 5 or 10 seconds, you only need players in your party or who are fighting against you to be low latency.
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Re:1500 Archers on a 28.8: Network Programming in Age of Emp...
by smogcutter on Thursday July 19, 2018 @04:37PM
(#17570032)
This is essentially the way eve online does it (or did when I last played). The simulation is entirely server side, the client interpolates and every so often gets the authoritative version from the server. You always knew you’d dropped when your ship would still be flying around shooting at things but wouldn’t take any input.
They had another interesting wrinkle to make it handle huge populations. Having enough players in the same region would trigger “time dilation” and slow down the simulation. In a big fight (thousands of players), it could take 10 real minutes for one minute of game to pass. It made big battles a slog, but at least they were possible.