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by jasonwatkinspdx 4980 days ago
There was an RTS game in the late 90's that did something like this. It was peer to peer, with peers broadcasting their input events to each other and running mirrored simulations in lockstep. So the bandwidth used was trivial since you can code a keypress or mouse click in just a couple bytes, but any packet loss would degrade the game for all peers. So they just duplicated the last packets input data in successive packets. No algebraic coding or any other attempt to save bandwidth, since the data was already trivial.