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What specifically is outdated? If you look under the hood of modern RTS games they're all going to look pretty similar, and this article has a bunch of info Gaffer's doesn't. I would read both.



For example you really don't need to enforce a 200ms turn rate, and their notion of what makes a 'communications turn' is unclear given the terms gamedevs use nowadays.


Yeah, I used 30hz for my turn rate, but the principles are the same.

The terminology is dated, but there's some real gold in there. The bits about deer facing snowballing out of sync errors, out of simulation code corrupting simulation state, comparing state dumps... this is exactly what your life will be like if you build your games this way. I know this because I have (although complicated by the addition of rollback).

The Gaffer article barely scratches the surface.




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