Re: Architecture game online
Hello, koenig, you wrote: F>> who debugs servers?! Only broad gulls and K> it more boringly and longer while the person with crawls on one hundred code lines and on the middle forgets that was in the beginning, the person with broad gulls transits, analyzes, corrects tests and launches two more iterations. K> to be proud of what there was only this variant - it is not necessary, i.e. broad gulls it is bad, and the impossibility distributed system is norms? K> and in what pleasure? A time delay are rollbacks and catching up events from past K> each synch point fastened on a network are potential time delays K> if at you 1 server and there is no instant (more precisely very fast) the weapon rollbacks only on the client are necessary to you thus that for clients one hole is used, it and will be synch point. It means only that the amount of updates becomes less, and requirements to real time on - above. F>> for simplification still it is possible to make, that not game entities from different servers among themselves did not interact, but only with the player. K> a fig > really someone such drives simplification K on a network? There was a precedent? from different locations in games with the smooth passage between .