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by smegma2
1507 days ago
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Hi Gluten, I never wrote a real-time game, so I'm curious about a lot of things. * Does the server have a tick rate and it updates clients at a set interval, or does it only update when things happen? * Did you ever run into any issues getting enough throughput from the server? e.g. maybe too many events happening at once to update everyone? * Do you have to manage situations where two clients have a different view of the game state (due to extra latency for example)? If so, how do you resolve it? For example, I know that Team Fortress 2 follows the rule for guns that "if the shooter thinks it hit, then it hit", which means that people get shot around corners sometimes. I'm working on a turn-based game using websockets which has been hard enough, a real-time game seems much harder to make! Thanks for sharing! |
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https://www.gamedeveloper.com/programming/1500-archers-on-a-...