by exch on 4/5/14, 6:31 PM with 22 comments
by tetrep on 4/5/14, 8:39 PM
I was sincerely hoping for an actual technical solution for dealing with peer-to-peer networking and lag. I feel somewhat cheated out of the time it took me to read that article. While it did explain the problem very nicely, the solution was to just disable the feature outright.
by sigvef on 4/5/14, 7:43 PM
by m_mueller on 4/6/14, 10:33 AM
by kevingadd on 4/5/14, 8:53 PM
I wonder what their reasons were for going with peer-to-peer instead of anointing a player as the 'server' as many other console multiplayer games do (Awesomenauts started out on console, IIRC)? That would solve a lot of these desync problems because the server would be responsible for resolving all the collisions.
by jbert on 4/5/14, 10:55 PM
There might still be corner cases, but it would seem to resolve the described issue, since irrespective of where you think the other player is, if you both reverse your motion you should disengage.
I can see 3-body problems being more problematic, but that's probably also the case with the original code.
by eridius on 4/5/14, 8:39 PM
by scottfr on 4/6/14, 2:50 AM
That way, one player would move right (or left) more than the other player and the collision would still resolve itself.