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by anonymoushn 1517 days ago
I'm aware of some fighting games in Unity. These are real-time games but by convention they derive game states from sequences of input states from the players and use time travel to amend entire estimated game states (rather than e.g. estimated positions of individual objects). These games still face some unnecessary trouble imposed by Unity: it's not possible to handle all inputs and networking on a thread that's entirely separate from the thread that does rendering.