Re: [GD-General] Re: Basic questions regarding networking games...
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From: Colin F. <cp...@ea...> - 2002-09-24 07:31:17
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2002 September 23rd Monday >>> This sounds more complicated than necessary. Why do you need sync >>> times that tightly? I don't know! Crazy, huh? I guess I thought I might be to tell the precise sequence of all of the client events (across all players) and support a tiny bit of "revisionist history" -- re-simulate a few past time steps if new "evidence" (client events that should have changed history but weren't previously considered due to brief lag) was later received. But, frankly, I can't remember what ever made me think that synchronization (or determining precise time differences between each client and the server) would be worthwhile. I guess one of my other ideas was that the server would leave most deterministic things unspecified -- and so if a client was precisely synchronized, then both client and server would essentially have the same impression of the deterministic aspects of the environment. So, if you jump on to a rising elevator platform, the server doesn't need to send authoritative feedback, since both client and server know exactly how your jump will turn out. If the client simulation of deterministic processes was out of synch with the server simulation, then we're forced to send more update information. The client always sends player actions, but we just don't need to send so many authoritative updates about the outcome of those actions. (NOTE: This example doesn't include the effects of non-deterministic factors: constantly changing movements of other players, and other player-initiated events, like firing weapons. But we just have to determine how these events "screw up" the deterministic aspects of the game, and notify/update affected clients.) Well, I think I have enough feedback to get me started with an initial design. I'll restrain myself from asking more silly questions until I attain the next level of insanity. Thanks to all for the very enlightening comments. --- Colin cp...@ea... www.colinfahey.com |