Very interesting article, as were the previous articles, thanks. On the other hand, reading it made me feel slightly depressed because my work currently is so boring compared to this and I don't have any energy left for hobby projects at the end of the day or week.
It's interesting that it's latency predictive with corrections and doesn't use anything fancy like operational transformations (OT). I guess it's actually simpler and shared state isn't a collaboratively-edited document but needs an independent, ultimate source of truth, is faster to develop, and probably more performant as a shared server.
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ltr_
Q: any resource to learn about modern approaches for real time game protocols?
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ch33zer
Presumably some snapshot id number also gets sent to the client and is what gets acked?
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brcmthrowaway
Is there any bullet propf open source middleware for this any more?
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smolder
The grammar is pretty bad, but good for a presumably non-native english user. Overall, it's a good article, especially when you consider that it's free. Game network code and predictive motion and rollback or input delay-based approaches are all fascinating to me. It is a hard problem to deal with network latency in a way that feels real-time and doesn't break a game.
Very interesting article, as were the previous articles, thanks. On the other hand, reading it made me feel slightly depressed because my work currently is so boring compared to this and I don't have any energy left for hobby projects at the end of the day or week.
Link to the first article in the series: https://fabiensanglard.net/quake3/index.php
It's interesting that it's latency predictive with corrections and doesn't use anything fancy like operational transformations (OT). I guess it's actually simpler and shared state isn't a collaboratively-edited document but needs an independent, ultimate source of truth, is faster to develop, and probably more performant as a shared server.
Q: any resource to learn about modern approaches for real time game protocols?
Presumably some snapshot id number also gets sent to the client and is what gets acked?
Is there any bullet propf open source middleware for this any more?
The grammar is pretty bad, but good for a presumably non-native english user. Overall, it's a good article, especially when you consider that it's free. Game network code and predictive motion and rollback or input delay-based approaches are all fascinating to me. It is a hard problem to deal with network latency in a way that feels real-time and doesn't break a game.