Join a game in progress as spec
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Join a game in progress as spec
Is this technically feasible or would the sudden lag from transmitting the location of a thousand units probably just crash the game?
Re: Join a game in progress as spec
I don't think it's feasible, otherwise Spring would be able to recover from sync errors. Pretty sure Spring is designed for "everybody joins at the same time" and nothing else. Otherwise, I'd want OTA "Deathmatch" mode back (which, in my opinion, was the ultimate reason for the Comm Bomb).Caydr wrote:Is this technically feasible or would the sudden lag from transmitting the location of a thousand units probably just crash the game?
There's been quite a few threads about this already, in one of them I explained it in more detail (sorry can't find it), so I'll just summarize now.
Don't expect it to happen anytime soon. Since it would require sending the entire gamestate over the network , plus, after the gamestate has been received, running the simulation (on the joining client) over the time which was needed to download the gamestate to get in sync with the other players, I don't think it's really feasable. I pointed out some other variants too in the other thread which may make it slighlty more realistsic..., but it's still quite some work to make and it definitely won't be fast...
Don't expect it to happen anytime soon. Since it would require sending the entire gamestate over the network , plus, after the gamestate has been received, running the simulation (on the joining client) over the time which was needed to download the gamestate to get in sync with the other players, I don't think it's really feasable. I pointed out some other variants too in the other thread which may make it slighlty more realistsic..., but it's still quite some work to make and it definitely won't be fast...