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How we solved an infamous sliding bug

joostdevblog.blogspot.nl

21–24 of 24 posts

Re: How we solved an infamous sliding bug

#21
This is the first time (as a non game-dev) I'm reading about a P2P game where each peer computes only part of the world. That's quite clever, especially for an indie developer who'd be hurt more by spending lots of money on server resources. It should be possible to build quite massive multiplayer worlds this way. Has this ever been attempted, say, in a WoW or Eve type game? I imagine that for massive battles, each peer could serve as a proxy for all the data it has received already, such that only one connection to another peer is needed to see the whole thing - similar to how bit torrent works. Lag could become a larger problem there of course, so it probably only lends itself to a slower paced gameplay where players don't target each other using a visor - but it should work for a WoW style combat system, no?

Re: How we solved an infamous sliding bug

#22

This is the first time (as a non game-dev) I'm reading about a P2P game where each peer computes only part of the world. That's quite clever, especially for an indie developer who'd be hurt more by spending lots of money on server resources. It should be possible to build quite massive multiplayer worlds this way. Has this ever been attempted, say, in a WoW or Eve type game? I imagine that for massive battles, each p…

Hacking could be a problem, since there is no centralised way to resolve whether information received packets are lying or not.

Re: How we solved an infamous sliding bug

#23
post #20

Earlier quoted context omitted.

With their example code if lonestar is walking to the right and froggy precives that they land on the right side of lonestar, but lonestar precives that they landed on the left of them, then they would both slide to the left if they just undid their last step.

Yes, and that would make it so they would not collide anymore, so I'd be interested to know why they did not use that solution. Probably it would also give a wrong feel in gameplay.

If they both slide to the left then they would still be in a collision.

Re: How we solved an infamous sliding bug

#24
post #20

Earlier quoted context omitted.

Yes, and that would make it so they would not collide anymore, so I'd be interested to know why they did not use that solution. Probably it would also give a wrong feel in gameplay.

If they both slide to the left then they would still be in a collision.

Okay, because of lag they might have to retrace more than one step. But eventually, they would have gone "back in time" enough to disentangle, regardless of their direction.
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