#Structuring state for a game
10 messages · Page 1 of 1 (latest)
how much are u sending commands per tick
If I use a bounded channel I also run into a similar issue should the manager ever fall behind: commands are stuck being sent which halts all clients
If the manager ever falls behind, that means your game is lagging
You're trying to design away the problem of "what if the hardware is not powerful enough"
You can't really design that away
If the manager cannot handle the commands it's getting, your current design results in each player being forced to wait for the manager to catch up, which seems pretty reasonable