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by jokoon 1868 days ago
Did you implement netcode? A deterministic approach or not?

I have to admit that would be quite the single feature I would be curious to learn about.

All I know about RTS netcode is that if there are N players, each players "commits" an order, in a turn by turn manner, and all the game code, physics and behavior etc is entirely deterministic, which guarantees that all clients are always synchronized and don't need to share state (well there is some hashing system to detect if there is a bad sync, and I don't know if it's possible to rewind and cancel things).

A RTS netcode doesn't seem difficult to implement, but making a deterministic RTS doesn't seem so easy, I think, especially if you have boids and other pathfinding cool things.