lightyear icon indicating copy to clipboard operation
lightyear copied to clipboard

Document which networking model we support

Open cBournhonesque opened this issue 8 months ago • 0 comments

List of networking models: https://mas-bandwidth.com/choosing-the-right-network-model-for-your-multiplayer-game/

  • [x] Distributed authority (with client-side simulation): supported

  • [x] Pure Client/Server (all clients use interpolation): supported

  • [ ] Client-side prediction and lag compensation: mostly supported (lag compensation is not ready yet)

  • [x] Client side prediction with client simulation in the remote view of objects: supported (if I understand correctly, it just means that we supported pre-spawned predicted entities)

  • [ ] P2P Deterministic lockstep: unsupported currently.

    • we should add a deterministic lockstep mode
    • p2p connections are only available via steam currently
  • [ ] Deterministic Lockstep with Relay Server: unsupported currently

    • we should add a relay server that is aware of client connections and detects people messing with the time sync
  • [x] GGPO style deterministic lockstep: supported?

    • isn't this the same as just client-prediction? (where we also predict the other players)
    • not 100% sure, to be confirmed
  • [ ] Deterministic lockstep with simulation server: unsupported

cBournhonesque avatar May 28 '24 16:05 cBournhonesque