Ranarama
Learned
- Joined
- Dec 7, 2016
- Messages
- 604
Then tell me you great programmer how would it be possible to solve this problem. Let's say there are two players playing the game, one has an animation length of 1 seconds set up, the other has 3 seconds. How would this work on the two computer? The one second player would have to constantly wait in every turn, until the other player's animation's end, otherwise the two game wouldn't be in sync.
Same as it does on any fucking multiplayer game. Except here the animation state is a stupid thing to sync. You have the preturn position, the postturn postion and outcome. Everything else is client state, if you're syncing that shit, you're doing *everything* wrong.
That's why, for example, in ARMA 2 things like the small animals aren't shared between two clients in the same multiplayer game. One guy sees a rabbit, it's not on other people's games. You know why? Because nobody gives a fuck about the rabbit. Just like nobody gives a fuck about which particular frame of an animation is playing right this millisecond.
You sync on the outcome of the TURN.
Stupid fuck who has animations on slow because he jizzes his pants at the moment of skeleton extra C and the idiot wolf that got stuck on the terrain and is going to spaz out for 30 seconds until it times out because Larian's animations are so fucking amazing and don't get old the billionth time, well he gets to wait extra for his client to show that crap to him.
What's going on the network? Nothing. Because nothing is fucking happening.
All you've done is prove your own ignorance of the very basics of networked games.