• optissima@lemmy.world
    link
    fedilink
    English
    arrow-up
    4
    ·
    5 months ago

    Networking and keeping in sync is far more difficult for an rts than any other type of game.

    How so? Wouldn’t a game where thousands of people on a map require syncing, while the movements of CPUs would be more deterministic?

    • ryathal@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      2
      ·
      5 months ago

      Rts requires each player to see exactly the same state at exactly the same time. Fps games can compensate more and minor lag isn’t as big of a problem.

      • optissima@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        ·
        5 months ago

        I see… but isn’t virtually all of the pathfinding deterministic based on the seed + inputs of up to 4 people? How would it be more difficult than fighting game rollback, where you have 2-4 players that need to have sub 2frame accuracy?

        • ryathal@sh.itjust.works
          link
          fedilink
          English
          arrow-up
          1
          ·
          5 months ago

          While a command might be deterministic, new commands can be issued at any time. A client that is behind could miss a command to move units that then leaves them visible or in range to an opponent. In an fps a client that’s behind they might shoot someone who isn’t really there, but shooting someone is the main focus. Most shooting games have some level of window where if a client thinks there’s a hit it happens even if the person wasn’t there.

          • optissima@lemmy.world
            link
            fedilink
            English
            arrow-up
            1
            ·
            5 months ago

            I was talking about other frame important games, not FPS. I’m talking about games with rollback and no more than a frame or 2 difference.