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by Shank
2402 days ago
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> Most MMO stuff could easily pick a player to handle the processing of their immediate area on a background thread. This is how you get cheating. Decentralized hosting can work (look at CoD for an example of a highly successful game that used end user systems as servers), but an MMO is probably one of the least trusting environments you can have. It's not about immediate processing or anything, it's about having a trusted copy of the game state. Further reading: Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization by Yahn W. Bernier: https://developer.valvesoftware.com/wiki/Latency_Compensatin... |
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Edit: Okay I really need someone to explain why this particular comment got downvoted, I'm baffled.