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by kevingadd 4453 days ago
It seems like this solution implicitly acknowledges (and fails to resolve) the fact that their game has frequent, pervasive desyncs. The bug being described is only possible when in a state of persistent desync - that's a little scary in a competitive or semi-competitive game (like most games in the 'MOBA' genre are, including Awesomenauts).

I wonder what their reasons were for going with peer-to-peer instead of anointing a player as the 'server' as many other console multiplayer games do (Awesomenauts started out on console, IIRC)? That would solve a lot of these desync problems because the server would be responsible for resolving all the collisions.

2 comments

Unless you run in lockstep, your distributed game is always in a persistent state of desync. It's probably more fair for both players to be desynced equally, than to let one player be synced perfectly with the server, and the other be subject to latency issues.
I guess the reason is "character control is super fast: your computer can execute button presses immediately and there is no lag involved in your own controls"