Skip to main content
gamedev.net
🔒 Locked

RTS netcode

Started by DarkHamster Dec 7, 2002 at 11:04 AM 0 replies 900+ views
Original Post
DarkHamster
DarkHamster
Does anyone know (or have a good idea) how the netcode in games like starcraft, red alert, warcraft2, etc. worked? How often did it update? What did it update? Thanks. EDIT: I think I have a pretty good idea, as it was explained to me, its a client-client architecture, and the clients each wait a certain amount of time (say .5 seconds?) before executing any commands, so that they are all done at the same time. My new question is: how can I get all the clients to execute their code at the same time? Any information is appreciated.

"There is no dark side of the moon really,
As a matter of fact, its all dark." [edited by - DarkHamster on December 7, 2002 6:09:18 PM]


"There is no dark side of the moon really,
As a matter of fact, its all dark."
krez
krez
have all the clients sync their clocks by storing how much their clock is offset from the server time, then include the time+5 seconds in the packets containing the commands that should be delayed. when the client receives one of these packets, have it not execute it until that time happens.
quote:
"There is no dark side of the moon really,
As a matter of fact, its all dark."

what about the part that is in direct sunlight?

*** 500 error ***
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.