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by mizzao 1506 days ago
It's probably a completely different architecture, see the classic article "1500 archers on a 28.8":

https://www.gamedeveloper.com/programming/1500-archers-on-a-...

1 comments

This is interesting, thanks! So sounds like there is too much data to send the entire game state every time.
In 2022 the bandwidth requirement is actually easily doable with some compression of the sent data. But an architecture that uses prediction (cool kids seem to call this 'rollback networking' nowadays) has other benefits, like zero latency for player input.
For folks who are reading, the "simultaneous simulation" architecture used in almost all RTS games is still a very different beast than the "rollback networking" architecture used in some FPS (and fighting) games referred to by the above post.