Technical solution to eliminate desync in single-player sessions

All of this has been part of the main post/design since the beginning. None of this has ever changed.
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SkyCore wrote:
So the server IS running a copy of the game. Something which qwave did not include in his latest design.


Well, not quite. It depends on what you consider running a copy of the game. Let's say when an RTS game allows you to watch a match playback, is it running a copy of the game? Because this is pretty much the same, it just checks whether that playback contains any illegal situations at the same time.
Logo is correct, it is running a simulation to validate that the snapshot is accurate. It's not about keeping two 'games' in sync, it's about just ensuring that the player isn't cheating by reviewing a snapshot.
Excellent, get to work. Report back to this thread when you are done with the code.
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
GGG knows how to write the code. =)
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SkyCore wrote:
Excellent, get to work. Report back to this thread when you are done with the code.


Will GGG provide me access to their svn/git?

Edit: but I forget it's in C/C++. It's been a while since i did anything with it.
Last edited by LogoOnPoE#1873 on Nov 20, 2013, 11:15:31 AM
This seems like an awfully large thread just to suggest the game be changed to run in lockstep.

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LogoOnPoE wrote:

Well, not quite. It depends on what you consider running a copy of the game. Let's say when an RTS game allows you to watch a match playback, is it running a copy of the game?


Almost certainly it is. Many games implement replays as either network or input streams that execute the normal game logic in lockstep (using frame deltas stored in the replay data). The majority of the game code has absolutely no idea that it is a replay.
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SkyCore wrote:


whats your method for determining the delta


i meant validating. Just noticed.
And i must ask you to please stop insulting my intelligence.
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
It's not lockstep. The client does not await a response from the server.
Suggestion about detemrinistic Floating Point issue:

All floating point calculations can be turned to detemrinistic using fixed point arithmetic. Even not-standard function such as trigonometric function and roots can be computed using integer math. You just need to look for ancient algorithm used before FPU was included in the processor by default.

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