I am working on a cross-platform multiplayer RTS game where the different clients and a server(flash and C#), all need to stay deterministically synchronised. To deal with Floatpoint inconsistencies, ...
The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
A typical RTS game is implemented with the standard networking model: peer to peer lockstep. Consider Starcraft 2, given that Battle.net presumably doesn't know anything about the state of game given ...
Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
I am a hobbyist programmer and right now I am curious about what data is exchanged in a multiplayer session in real time games like starcraft 2. I did a bunch of searches. I found gafferongames.com ...
What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network? For example, let's say it's tick 1000 and player 1 sends a ...
I'm looking for an online game with a persistent world where you are allowed to code (and add) your own 'players' (it can be in any language / script). A sort of RTS but for bots. Does that even ...