>..., this is really a "many writes, chosen unpredictably, will be lost" policy—but that wouldn't sell as many databases, would it?
There Is No Now – Problems with Simultaneity in Distributed Systems
71–72 of 72 posts
Re: There Is No Now – Problems with Simultaneity in Distributed Systems
#72Earlier quoted context omitted.
Having played a multiplayer mobile game that uses a "everything syncs soon" protocol, and at the same time relies on the main mechanics of the game being timing the moves of characters against your opponents it often can lead to making the game highly unpredictable and jittery with "alternate timeline warps" when it resyncs, having nullified important moves. Nope. Most designers pick a particular mechanic and try to…
If you'd like to share I'd love to hear how you approach solving sync issues with multiplayer time sensitive games. Starcraft/Warcraft RTS games seem to force every client in the same "room" to slow down if other clients report back bad/slow sync clocks, FPS games like CS/HL engine based will penalize single clients if they lag, and the worst I've seen was a mobile game by SNK which seems to rely on and give too much…