• @optissima@lemmy.world
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    411 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
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      211 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
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        111 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
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          111 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
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            111 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.