Hacker News new | past | comments | ask | show | jobs | submit login

Some games that used a determinism based architecture, will actually provide immediate feed back faked on the client and then some how make that work when the real stuff happens later. See Starcraft providing instant audio response when moving units or for Factorio: https://factorio.com/blog/post/fff-83 https://factorio.com/blog/post/fff-412 (second half of post)



Fighting games still typically use a deterministic simulation too. The difference is the good netcode, called rollback, works by using save states and rewinding the simulation to the time of your opponent's 100ms late input, and then resimulating the 100ms from there. You can get away with little or no delay on your own inputs.

I doubt that'll scale to games like Starcraft and Factorio, because in my example, you would need to resimulate 100ms of simulations in ~16ms. In a fighting game with 2 characters and not much else to simulate, that's a lot easier.

https://words.infil.net/w02-netcode.html




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: