Tagged Questions
2
votes
1answer
102 views
How to implement lockstep model for RTS game?
In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS ...
17
votes
4answers
607 views
Tricks in game mechanics to avoid dealing with network lag compensation?
Implementing network lag compensation is hard, how to avoid it?
Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
3
votes
3answers
253 views
frame lock networking
I'm developing an RTS game and I want to add multiplayer support to my game.
I picked the easiest technique to implement for start frame locking technique.
I used server client networking ...
1
vote
1answer
914 views
Client-Server RTS networking with lockstep and lag
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 ...
7
votes
2answers
388 views
Detecting wins in peer to peer RTS games like Starcraft
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 ...
6
votes
3answers
487 views
Networking for RTS games with lockstep using UDP
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 ...
3
votes
2answers
377 views
Is there a library or a framework that handles networking in an RTS?
I'm aiming for making a(n) RTS game with networking so instead of doing tedious stuff like networking I wonder if there is a library/framework that will save me the effort. I intend to make that game ...
7
votes
1answer
359 views
Need help choosing the right networking approach/platform for an RTS
I have been thinking for a while about making an online 2D RTS-like game. (2-6 players in a match, up to 50-60 units, no AI). The key thing here is that I want the game to be playable in a browser, so ...