The best FOSS games tend to be less about the story and more about the gameplay
eugeneloza {l Wrote}:I don't think I'll make binaries of the game data editor, but anybody can compile it, check all game events, dialogues, monsters list, etc...
Why not make the binary for the editor?
FaTony {l Wrote}:Duion {l Wrote}:Torque3D for example is server authoritative, the client does not even need the game mechanics code on his hard drive, so the problem is already solved out of the box in that engine, it works for multiplayer as well as singleplayer, though the singleplayer games would need an internet connection then to receive and store the game data, save games etc.
Nope, a client needs to know about movement of the player so it can predict them. Otherwise, it becomes a lag fest. And I don't think anyone would want to play a single player game that requires an Internet connection.
Every time someone wants to force to play the game their way, I usually uninstall it.
Duion {l Wrote}:Looks like you have no idea about that
Duion {l Wrote}:On a server authoritative system the client does not predict anything, the client may interpolate movements and such, but the server decides and calculates what happens.
charlie {l Wrote}:When you play any such games over a high latency, unless there is an element of predictive behaviour then it'll be unplayable.
Duion {l Wrote}:I'm aware that almost all other games use that, but Torque3D does not.
Duion {l Wrote}:The whole topic is much more complicated. Yes there is client side prediction and it is also server authoritative.
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