Re:Show HN: Unity MMORPG Boilerplate – Multiplayer in Unity ...
by ethbro on Sunday May 31, 2020 @04:28PM
(#23372431)
There's a reason there were no complex-state MMOs at that time -- there simply wasn't the residential bandwidth to perform continual full state updates (latency aside).
E.g. grid & turn-based vs 3-D free-motion worlds
They say they specifically made the deterministic lockstep choice because it was the only option that (a) allowed the multiplayer gameplay they wanted and (b) fit within the computing and network resources of the time.
E.g. grid & turn-based vs 3-D free-motion worlds
They say they specifically made the deterministic lockstep choice because it was the only option that (a) allowed the multiplayer gameplay they wanted and (b) fit within the computing and network resources of the time.