Quote:Original post by Raduprv
Quote:Original post by doynax
Quote:Original post by Raduprv
Well, I don't really see a big advantage in this model. Like I was saying, in a RTS the bandwidth is not really an issue unless you have more thanm say... 500 units at the same time. However, this reflection model requires all the units and buildings to be sent, at a point or another to all the clients.
Not unless you join the game late (or have a bug), which is rare to say the least..
Not having to think about limiting the size of the game state or the complexity of your units is not a small advantage.
I think you missunderstood me. The clients HAVE to get all the units, weather or not you later join the game. Otherwise no players will see any unit.
Hmm.. Maybe you were talking about the other approach and not input reflection then?
Because there really isn't any need to send a game state, ever, unless you allow players to join late (which is a pretty stupid thing to do in an RTS) or load a networked game (also rare, considering the length of most matches). At least that's the way it worked in our game..
At the beginning of the the few units you have are all placed at predetermined positions. The only things you have to transmit are the game options, map name, etc.
Quote:Original post by Raduprv
Quote:
Oh, and you get replays virtually for free which is a neat feature in an RTS game, especially if you broadcast them over the network as in WC3.
True, but that's not a big issue anyway, it can eb easely done with any networking model.
Yes, but they're small enough to be broadcasted to hundreds of viewers without much networking overhead. When latency isn't an issue you don't have to send dummy packets to acknowledge frames and the packet overhead can be avoided by grouping together and compress multiple frames, making the stream *much* smaller.
And replays on disk would be huge unless you used such an approach (consider 10 kB/s or more for an hour), and unless your networking model forced you to write a deterministic engine anyway most games probably wouldn't bother to implement replays.
It's not exactly a big thing but more of a neat feature though.
I'd be interesting to know how common fog of war and similar hacks are for Warcraft 3..
[Edited by - doynax on October 29, 2005 4:07:18 AM]