Re:
by Madmallard on Thursday June 27, 2024 @12:30AM
(#40807233)
Do you think gafferongames algorithms would be good enough or need like a scheme for basically every game mechanic that would need to be synchronized?
Re:
by onemandevteam on Thursday June 27, 2024 @01:07AM
(#40807438)
That's above my paygrade I think. All my logic is rule based at the 600ms tick level. If you pick a berry, each tick take one step closer, then do a pick animation, then add the berry to your inventory and remove it from the bush. The client is responsible for tweening between those ticks. It might be a whole different thing to try physics/fine movements etc.
I used 600ms because that's a reasonable rate for walking one square and it's also what is used in the largest similar game Old School Runescape. Even at 600ms ticks, I had to do some tricks to make it feel smoother. For example, I calculate the average latency variation in the client and delay updates so that they fall more closely to exactly 600ms apart. I think 50ms could work if the players are geolocated, otherwise I think that's pushing it. You would need to figure out a very intelligient way to deal with lag at the start.