Timeline for RTS Game Protocol
Current License: CC BY-SA 3.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 25, 2011 at 15:01 | comment | added | Philip | Yes, that's another way to do it, but it seems to me that it would be more work to pass so much of the game state around, rather than just the commands. My game was simple enough that the entire thing can run on each client machine. For an MMO, or for something like Minecraft, you don't have the entire simulation running on the client side, so you pass only information relevant to each client individually. | |
| Jul 25, 2011 at 14:55 | comment | added | Darthg8r | I added a bit more info to the question. The answer from SO seems to be counter to what you said and I'd love to discuss the finer details. | |
| Jul 25, 2011 at 14:35 | history | edited | Philip | CC BY-SA 3.0 | added 557 characters in body |
| Jul 25, 2011 at 14:25 | history | edited | Philip | CC BY-SA 3.0 | added 557 characters in body |
| Jul 25, 2011 at 14:13 | history | answered | Philip | CC BY-SA 3.0 |