|
|
|
|
|
by TacticalCoder
1482 days ago
|
|
> 1) Bandwidth. The users internet can only handle so much network throughput, so for fast paced games (where you're sending data to each client at a rate of 20+ frames per second) it becomes important to optimize your per-frame packet size. This means using techniques like binary encoding and delta compression (only send diffs). Games like Blizzard's Warcraft III / StarCraft II and Age Of Empire linked here in this thread (1500 archers on a 28.8 k baud modem) and oh so many other games approach that entirely differently: the amount of user inputs users can input is tinier than tiny. So instead of sending diff of the game state they send user inputs and the time at which they happened. Because their engine are entirely deterministic, they can recreate the exact same game state for everybody from only the timed user inputs. Fully deterministic games engine also allow for lots of easy to reproduce bugs and they also allow for tiny save files. Negligible network traffic. Tiny save files. Bugs are easy to reproduce. When the game allows it, it's the only reasonable thing to do. |
|
The most obvious version of this in StarCraft is maphacks that let you see through fog of war, although that’s far from the only thing.
Poker meets all the technical requirements here, but sending everyone the contents of all hands would be a disaster.