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Re:Why you should use OpenGL and not DirectX by Pxtl on Thursday December 05, 2013 @10:48AM (#6854960)
Actually, RTS games are also a hard problem for engines because they require a lockstep shared-state for multiplayer. This means you need a very high level control of the language your game-logic is built in to make sure your floating-point calculations are identical across all devices and everything is perfectly deterministic. This is a problem for "complete-platform" cross-platform engines like Unity.
Re:Why you should use OpenGL and not DirectX by angersock on Thursday December 05, 2013 @11:46AM (#6855350)
Lockstep simulation isn't required--though it was a popular solution.
Re:Why you should use OpenGL and not DirectX by bwaskiew on Thursday December 05, 2013 @12:53PM (#6855861)
What is the alternative and more popular solution used now?
Re:Why you should use OpenGL and not DirectX by Pxtl on Thursday December 05, 2013 @12:56PM (#6855876)
Abandoning online multiplayer completely.
Re:Why you should use OpenGL and not DirectX by angersock on Thursday December 05, 2013 @02:51PM (#6856715)
Ouch, harsh.

Anyways, client-server works fine.