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by vvanders 2758 days ago
Yeah, unless you have a entity count that exceeds your available bandwidth you're usually better off with a dead-reckoning system.

That also has the advantage of being able to "fake" events with effects until the server can resolve them meaning a latent connection can 'feel' faster.

Kudos to you for shipping a lockstep solution, we could never flush out the determinism bugs on our titles so we always just used dead-reckoning unless it was some dumb turn based game.