lightyear
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Document which networking model we support
List of networking models: https://mas-bandwidth.com/choosing-the-right-network-model-for-your-multiplayer-game/
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[x] Distributed authority (with client-side simulation): supported
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[x] Pure Client/Server (all clients use interpolation): supported
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[ ] Client-side prediction and lag compensation: mostly supported (lag compensation is not ready yet)
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[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)
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[ ] P2P Deterministic lockstep: unsupported currently.
- we should add a deterministic lockstep mode
- p2p connections are only available via steam currently
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[ ] 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
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[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
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[ ] Deterministic lockstep with simulation server: unsupported