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 ...
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 ...
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 ...
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'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 ...
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 ...