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by mLuby
1506 days ago
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I'm curious if it's reasonable to push more processing to the browsers to save on server costs. I know multiplayer games generally need a server to "referee" (and to matchmake) but I wonder if games ever offload most of that work so the client does the heavy lifting (e.g. find a path from A to B) and then submits its work for the server to validate (e.g. this path from A to B works) and broadcast rather than the server doing all the game simulation work. My understanding is that multiplayer game clients generally just do graphics/sound and user interaction processing. (yeah yeah distributed consensus don't say the B word) |
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It works really well with RTSes because of the number of things moving around. Unfortunately the drawback is that the client knows everything that's going on in the game. So fog of war is entirely client-side too. Another drawback is that rejoining a game (or a new player joining) is much harder (need a way to encode/decode the entire game state, or client needs to replay the game inputs up until that point to be able to play).
It has some really elegant side effects (tiny replay files, easy to reproduce most bugs, easy to check if a bug is fixed by playing a replay file with a new version, etc.)