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by andrewmcwatters
1241 days ago
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It's also why so many multiplayer games are bad. Wanna know what's worse? Unreal Engine's architecture is unreliable by design.[1] Basically, Tim Sweeney's approach for Actor movement wasn't to replicate state accurately, but just trust that clients would eventually get the right data. This isn't the same as eventual consistency mind you, because game state constantly changes in fast-paced games. You can have whole time spans where Actors have absolutely no accurate player position replication. [1]: https://docs.google.com/document/d/1KGLbEfHsWANTTgUqfK6rkpFY... |
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