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by Boltgolt
352 days ago
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That's exactly what's being done, but you do not want everything server side over a network delay that is almost always more than the time between frames. Only server side physics would mean a lot of visual jank. It's now usually a model where the client and server make the calculation and the server "rolls back" the client of they do not match. Data is being limited though, like not sending opponent location data unless the client can see them |
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So far as AAA games go this is pretty rare in practice. I guess there could be some problems to solve, e.g. you'd need to be conservative because a player could appear around a corner between server ticks, or the fact that RTS games usually operate by running a shared simulation[1].
[1]: https://www.gamedeveloper.com/programming/1500-archers-on-a-...