Reputation: 1866
I'm wondering what's the best way to to implement the networking model for a game like agar.io - I'm assuming it's an authoritative server, but I'm wondering about:
I'm well aware of the ways to handle this in an FPS game (player prediction, rewind replay, lag compensation, etc) - but it's usually done on a much smaller scale, and I assume a simpler solution is good enough for a casual game like that with thousands of concurrent players.
Upvotes: 2
Views: 1816
Reputation: 332
the model in agario is shown by 2 things:
If the other player's inputs were broadcasted (instead of positions) from the server to the clients after the server got them small differences would build up like the butterfly effect and cause chaos
I'm pretty sure the inputs are only sent 5 times per second because there's a problem with websockets that causes packets sent more than 5 times per second to be clumped together
Upvotes: 1