• @optissima@lemmy.world
    link
    fedilink
    English
    410 months ago

    Networking and keeping in sync is far more difficult for an rts than any other type of game.

    How so? Wouldn’t a game where thousands of people on a map require syncing, while the movements of CPUs would be more deterministic?

    • @ryathal@sh.itjust.works
      link
      fedilink
      English
      210 months ago

      Rts requires each player to see exactly the same state at exactly the same time. Fps games can compensate more and minor lag isn’t as big of a problem.

      • @optissima@lemmy.world
        link
        fedilink
        English
        110 months ago

        I see… but isn’t virtually all of the pathfinding deterministic based on the seed + inputs of up to 4 people? How would it be more difficult than fighting game rollback, where you have 2-4 players that need to have sub 2frame accuracy?

        • @ryathal@sh.itjust.works
          link
          fedilink
          English
          110 months ago

          While a command might be deterministic, new commands can be issued at any time. A client that is behind could miss a command to move units that then leaves them visible or in range to an opponent. In an fps a client that’s behind they might shoot someone who isn’t really there, but shooting someone is the main focus. Most shooting games have some level of window where if a client thinks there’s a hit it happens even if the person wasn’t there.

          • @optissima@lemmy.world
            link
            fedilink
            English
            110 months ago

            I was talking about other frame important games, not FPS. I’m talking about games with rollback and no more than a frame or 2 difference.