| ▲ | lurkshark 4 days ago | |||||||
What you’re describing is called “rollback netcode”. It’s a pretty cool chunk of theory, usually used for fighting games which are extremely sensitive to latency. This explainer has some nice graphic demos | ||||||||
| ▲ | dustbunny 4 days ago | parent | next [-] | |||||||
It's a common misconception that this is only used in fighting games. This technique was developed first in Duke Nukem, and then exploited heavily by Carmack in Quake, and subsequently refined and built upon in other AAA FPS games, specifically for the local player movement and shooting. | ||||||||
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| ▲ | aetherspawn 4 days ago | parent | prev [-] | |||||||
This is awesome and exactly what it needs, but good luck creating a language that’s “signal driven” enough to encode it and then send all the possible states to the client. If you were able to make it, it would be kind of a Hail Mary moment for making easy server games without the latency. | ||||||||