-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|676|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
SoCoder -> Link Home -> Help/Tutorials


 
HoboBen
Created : 24 July 2011
 

Synchronous RTS Engines



https://altdevblogaday.com/2011/07/09/synchronous-rts-engines-and-a-tale-of-desyncs/
Ever thought about how RTS multiplayer engines manage to cope with sending data for hundreds of units over the internet?

Part 1
Part 2
Further reading

 

Comments


Sunday, 07 August 2011, 19:57
Scherererer
Great read, thanks HoboBen for posting this!