Hacker News new | ask | show | jobs
by nine_k 1152 days ago
AFAICT any modern multiplayer games use a central node that forces a coherent state of the world on all clients, otherwise cheating through desync becomes a serious problem. (Trusting clients in adversarial transactions, like deathmatch, is hard in general: cheating through altered rendering also used to be a thing.)
1 comments

Depends on the game and platform. RTS games tend to still have peer to peer netcode. Deterministic simulation is still a thing.

Here is an interesting GDC talk on building a fixed precision engine core to ensure determinism: https://youtu.be/wwLW6CjswxM