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Jun 2, 2022 at 1:05 comment added Ian Moote By "persistence" in this context I mean that the game maintains a presence for the player even after the player's client has disconnected. In that case the server would have to manage at least part of the player's state on his behalf: what to do if attacked by another player, for example. In the old BBS door game "Tradewars 2002", when you ran out of turns you may park your ship in a fairly empty sector until the next day. Other players logging in later may see your ship just sitting in space and could interact with your it while you were offline, including attack it, etc.
Jun 1, 2022 at 4:12 vote accept Kaeru
May 31, 2022 at 20:07 comment added Kaeru Thanks a lot, this is quite helpful. I'm set on using UDP now with a custom layer for crucial information. Instead of sending inputs I'll send states for things that need to be rendered (such as the shield/hunger bar you mentioned) and try to handle the rest through interpolation since this seems like a much tidier approach. By persistence do you mean the ability to predict future player states/inputs? State changes will be easy to predict but inputs will not.
May 30, 2022 at 23:08 history answered Ian Moote CC BY-SA 4.0