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synchronized game, part 2

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(because still no-one's fixed that lovely GD "feature" that topics get automatically locked and disappear; "We're sorry, but access to this resource is denied.")
hplus said: Well, our model is something that you can develop if you start out thinking everything is lock-step, but then you want to make sure that the locally controlled client doesn't have to delay for everyone else's input. We have to manage "what" happens "when" on each client (and stay authoritative on the server) -- kind of like running a separate lock-step simulation for each separate object, and then being very careful in the interface between them.
Would you do the same approach again if starting from scratch with no access to previous source, making a new game similar to There?

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Well, there were some corporate mistakes that would be nice to have avoided :-)

The main driver for lock-step was to cram as many entities as possible into a single modem channel, while allowing each entity to be fully simulated. At the time (1999), modems were > 90% of Internet users, and broadband adoption was not at all certain. Some of the additional company goals (which helped with fund-raising at the time) in turn made full physical simulation a requirement.

If I were to build a mostly social online vaccation experience today, aiming at broadband, I would not require full physical simulation on all the clients. However, some other things customers are using the platform for do require physical simulation; in that sense, the physics are a requirement for the platform.

So, the answer is a resounding "it depends" :-)

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