Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity ...
by hinkley on Sunday May 31, 2020 @01:09PM
(#23370869)
What keeps the client from peeking at the next few values and scheduling actions to line up with 'good rolls'?
[ Parent
| on HN ]
Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity ...
by shultays on Monday June 01, 2020 @06:41AM
(#23377118)
It depends on game/implementation but client wouldn't really roll dices on their sides. Someone shooting a bullet that does 5-10 damage would tell server to shoot bullet and server would reply "you did 7 damage"
Especially on an mmo, there is no point telling a player that his next fireball spell will also trigger a "random chance to put a burn status on target". The client would start casting a fireball, which takes a second to cast and in that 1 second duration the server would decide what is the damage and if the spell is going to apply burn and by end of 1 second, you would get that information so you can see the damage values and burn icon on enemy
It is better to keep clients dumb if possible
Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity ...
by ethbro on Sunday May 31, 2020 @08:35PM
(#23374445)
Presumably nothing! But I imagine it was might have been impractical, given lockstep method is kind of predicated on "Do it because you can't afford to only compute and transmit from a central node."
In the era it was used, server chips weren't really a thing. So it was really just "the current decent CPU."