Re:Show HN: I made a browser-based RTS game
by vvanders on Sunday May 08, 2022 @12:22AM
(#31301270)
Head of line blocking in TCP is what made/makes this hard. I've seen some approaches stagger multiple sockets to mitigate but it is highly dependent on packet loss.
I would argue WebRTC is where this really became possible, although last I looked at the spec it made a best-effort at using UDP for datagram based messages but would fallback to TCP in some cases.
It's a fun domain and lots of really interesting approaches(like lockstep called out above as well as other fun things like dead reckoning).
I would argue WebRTC is where this really became possible, although last I looked at the spec it made a best-effort at using UDP for datagram based messages but would fallback to TCP in some cases.
It's a fun domain and lots of really interesting approaches(like lockstep called out above as well as other fun things like dead reckoning).