as mentioned in title above. know how client/server model works sending , receiving game states server clients(easy understand.) on p2p archicture if each "peer" controlls own games states sending/receiving simulation of players inputs, how each peer can keep in sync when taking network latency account? if there 4 players located in same world area behaving simultenously, each peer receive same actions experiencing same network latency laggy player? or it's independent? assuming live far away each other?
Comments
Post a Comment