|
|
|
|
|
by sillysaurusx
1734 days ago
|
|
> Deploying LiveView close to users is like deploying your game server closes to users – we have real, actual running code for that user so we can do all kinds of interesting things being near to them. Then why do you start running forward instantly when you press “W” in counterstrike or quake? Why not just deploy servers closer to users? Gamedev and webdev are more closely related than they seem. Now that webdev is getting closer, it might be good to take advantage of gamedev’s prior art in this domain. There’s a reason us gamedevs go through the trouble. That pesky speed of light isn’t instant. Pressing “w” (or tapping a button) isn’t instant either, but it may as well be. |
|
You do both? Game client handles movements and writes game state changes to a server, which should be close to the user to reduce the possibility for invalid state behaviors? You really haven't seen online games that deploy servers all over the world to reduce latency for their users? What?
Both web apps and games do optimistic server writes. Both web apps and games have to accommodate a failed write. Both web apps and games handle local state and remote state differently.