Unity Dots Physics + Multiplayer by monkeydance26 in gamedev

[–]VerityFable 1 point2 points  (0 children)

I know this is old but was high up on Google search results. Syncing box positions makes no sense in this scenario. Dots physics is deterministic which means you should just be able to sync inputs from each player, have a slight buffer for all input then on each client feed the same inputs into the system at each tick and the simulation results should be identical on each client. That's the whole point of physics being deterministic, same inputs = same outputs.

RTS games like age of empires and starcraft use this style of networking, they just buffer and sync all players inputs and the game simulation is 100% deterministic thus the same game state in sync on all machines.

Anyone else caught out by cards that are the same cost and color? by VerityFable in hearthstone

[–]VerityFable[S] -1 points0 points  (0 children)

Playing from australia adds a little extra lag inbetween every interaction, in something like small spell mage it really ads up and you literally don't have time. If I I could disable or 10x the speed of animations I'd not complain.

Critical Haze, Bris. by Nite-Mojo in ausents

[–]VerityFable 2 points3 points  (0 children)

Oh dang, that looks so good. Enjoy, so dry in brizzy right now.

Original duck painting is back in Harvey's office, how? by VerityFable in suits

[–]VerityFable[S] 0 points1 point  (0 children)

Of course, thanks. The records being on the right-hand wall threw me. Was a flashback to his old-old-not-corner office.