![]() ![]() ![]() If it is 2d it doesn't mean it is simpler. Like by hashing fragments of it and comparing codes, few errors could be fixed fast because it would be errors * O(log state size). You can also run state repair without redownloading it entirely. ![]() Only way to handle them is to drop the player and force them to rejoin.ītw, nope. ![]() I remember having nice multiplayer many years ago, yes, desyncs sometimes happen. How long it took Wube to get to a stable multiplayer experience How long it takes to load a game from disk locally, how byzantine the save file format isĭev man bad, they tried to build a tower on top of straw hut.Įverything that is not shiny new isn't their strong point, they don't bother. Yes yes I'm aware that egosoft devs never want to add anything new that isn't fancy, they even can't get rid of xml format(i bet because they hardcoded all to game entities) and get it to something more advanced. So let's ignore that it would be basically impossible to introduce determinism to an engine Although minecraft forge proves that this 100% possible. Yes, if you have multiplayer you have to account for it /shrug. It also severely limits the mod API and even with those limitations can't guarantee that they don't cause desyncs So let's ignore that it would be basically impossible to introduce determinism to an engine after the fact and just think what that would mean for X4 - think about: how long it takes to load a game from disk locally, how byzantine the save file format is, if you really want to saddle Egosoft with such an development task when efficient serialization of data clearly isn't their strong point, how long it took Wube to get to a stable multiplayer experience with a much simpler engine and a much higher focus on correctness and optimization in the first place, if there aren't other areas of the game where dev effort would help make the game experience more enjoyable. It also severely limits the mod API and even with those limitations can't guarantee that they don't cause desyncs. Well, if you're familiar with Factorio then you also know that non-determinism is a constant source of bugs and the only way to handle them is to drop the player and force them to rejoin. In X universe games, however, where the entire game universe is being simulated all the time, the player can interact with objects all over the place (and indeed objects can even interact with one another when the player isn't around) it most certainly isn't easy, however you formulate it.īy all means discuss what you think would be fun to play, but unless you understand that any form of real-time multi-player is a really big development task, you will be grossly underestimating the cost and therefore grossly overestimating the likelihood of it being viable. Whether this is a master-slave relationship or peer-to-peer one doesn't make that much difference infact in some ways peer-to-peer, which some people keep citing as the"simple" option, is actually more difficult.įor many games synchronisation is relatively easy, because you have a limited "level" where all the action takes place, and which also limits what a player's actions can influence. Every form of multi-player gameplay that involves real-time interaction between players requires the game universes on two different computers to be kept in sync. This is the fundamental error in pretty much every discussion about multi-player. The post was: "They just need to keep it as simple as possible, P2P, Steam platform MP, sharing the same player data." Someone quoted one of those questions and the dev response. To make it short: no, the chances are between zero and none.Įgosoft gets asked about it every now and then, right now there's such a discussion going on at the official forums. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |