#Structuring state for a game

10 messages · Page 1 of 1 (latest)

marsh tendon
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bounded channels sound fine. I mean, what else would you do in that scenario?

novel fulcrum
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how much are u sending commands per tick

worldly scarab
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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

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You're trying to design away the problem of "what if the hardware is not powerful enough"

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You can't really design that away

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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

marsh tendon
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If the bounded channel gets full, you’re already experiencing a lag spike

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At that stage it’s just a matter of handling it sensibly

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If you use a bounded channel, actions shouldn’t be dropped

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Eventually backpressure will build up and clients will experience the lag too