Re:Complex text layouts progress report in Godot game engine
by andrewmcwatters on Thursday November 12, 2020 @11:43PM
(#25078960)
All multiplayer is deterministic. You can't have networked multiplayer without determinism.
> event sourcing from inputs with rollback
This is the exact same thing as rollback in FPS games. It works the same way.
> I personally know a AAA project that tried to build a strategy game on a rock solid FPS engine's netcode and it was a disaster that sunk it single handedly.
Fascinating, because Valve literally did it with DOTA.
> event sourcing from inputs with rollback
This is the exact same thing as rollback in FPS games. It works the same way.
> I personally know a AAA project that tried to build a strategy game on a rock solid FPS engine's netcode and it was a disaster that sunk it single handedly.
Fascinating, because Valve literally did it with DOTA.