Re:Game Programming Patterns: Event Queue (2014)
by PaulStatezny on Friday August 21, 2020 @11:34AM
(#24235722)
StarCraft 2, the modern "king of RTS games" so to speak, still uses that model! Determinism based on user input, plus a deliberate lag (~150ms?) in handling user input to allow time for player inputs to be received.
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Re:Game Programming Patterns: Event Queue (2014)
by AnotherGoodName on Friday August 21, 2020 @01:08PM
(#24236770)
And the original Starcraft 1 was the pioneer of the technique fwiw. They even let you set the input delay in the options to account for lag.
Re:Game Programming Patterns: Event Queue (2014)
by hinkley on Friday August 21, 2020 @03:59PM
(#24238331)
Aren't we saying that all of the popular 'Real Time Strategy" games are in fact turn-based, but there are 7 turns per second?
Re:Game Programming Patterns: Event Queue (2014)
by MattRix on Friday August 21, 2020 @04:46PM
(#24238712)
Hah, nope. A delay of 150ms doesn't mean that events only happen every 150ms. Also even if events were sent in 150ms chunks, the offset of time within that chunk would still matter.
With that said, most games do have a maximum tick rate, so in a very misleading way you could say they are turn-based ;)