Super Volatile

Krzysztof Szafranek's link blog

Hi, I'm Krzysztof and I make websites.
When I'm not making websites, I read these.
Filed under

software architecture

See all posts on posterous with this tag »
Jul 21, 2011 / 12:15am

Synchronous RTS Engines and a Tale of Desyncs

With a fully synchronous lockstep architecture! In a synchronous engine every client executes the exact same code at the exact same frame rate. Let that sink in for a moment. In an 8 player game of SupCom every player has an identical copy of the game state and follows an identical code path. Instead of transferring over per unit state information (position, health, etc) over the network only player input needs to be sent across the networks2. If all players have an identical game state and process the same input then their output state should also be identical.

How games like Starcraft 2 or Supreme Commander keep up with thousands of units simultaneously in multiplayer matches.