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visits member for 1 year
seen May 20 at 8:31
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Jun
9
accepted Separating game logic from animation
Jun
9
asked Making a clone of Starcraft legal?
May
29
revised Separating game logic from animation
added 19 characters in body
May
29
asked Separating game logic from animation
May
23
comment FPS networking with server sending input instead of gamestate
I read all the comments but I'm still convinced. The network model I'm proposing would seem to avoid having to carefully manage bandwidth by dealing with input instead of gamestate. Can someone give a detailed example of a hypothetical situation where what I'm proposing just fails horribly.
May
22
comment FPS networking with server sending input instead of gamestate
at least all the well known fps games send game state: quakes, half lifes, call of duties, etc.
May
22
asked FPS networking with server sending input instead of gamestate
May
21
comment Client-Server RTS networking with lockstep and lag
@SomeGuy: In p2p input is scheduled for typically 2 turns later for both peers. I'm not sure if I understand your comment, but are you saying that in a client-server model the server can require the lagger's input to be applied at greater than 2 turns later. And that thinking through all the possible behaviors this will still ensure lockstep and every possible nuance will still maintain consistency?
May
20
awarded  Editor
May
20
revised Networking for RTS games with lockstep using UDP
edited tags
May
20
revised Client-Server RTS networking with lockstep and lag
edited title
May
19
comment Client-Server RTS networking with lockstep and lag
It's not obvious to me how a client-server model with lockstep works that prevents "laggers will not affect gameplay/response latency at all". Is there a more detailed explanation of what is client-server model with lockstep.
May
18
asked Client-Server RTS networking with lockstep and lag
May
18
asked Detecting wins in peer to peer RTS games like Starcraft
May
18
awarded  Student
May
18
asked Networking for RTS games with lockstep using UDP