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by stingraycharles
4883 days ago
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This is exactly how these types of problems are solved. Local clients run simulations based on known locations/directions, and are synced with the central server at a specified interval. This allows a client to have a light-weight "cached" view of the reality, and the only trade-off is the occasional discrepancy from the reality. However, if you send updates about changes in speed/directions in real time, you get a pretty reliable representation of the state known by the server. |
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With higher bandwidths and server capacities I'm guessing these timeouts have been reduced, but never underestimate the player's ability to abuse your trade-offs.