1. asd
    May 25, 2011 @ 1:01 am

    I beleive multiplayer in such games is possible, but most likely not on Unreal engine and not soon. The game can be fully deterministic (including random events generation), so that each computer simulates everything independently (and has equal results) and just sends and receives mouse and keyboard input. The input also has to have some global timestamp with it, and after receiving input, one has to discard all simulation after its timestamp and recalculate it with the new input data. I think getting such design to work well would be a challenging engineering task.


  2. brog
    June 9, 2011 @ 12:44 pm

    asd: The method you describe does work for some games, I’ve used it myself in a game where players aren’t usually too close to each other. It breaks down a bit when there’s much lag and the players are close together. I don’t know all the details of Waves, but if the enemy movement depends a lot on exactly where the players are, the simulations could diverge pretty quickly and you’d really perceive the lag.
    (At least Waves is fairly continuous, so you could smoothly interpolate the other players to their correct positions; my game was not.)


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