fun lesson from planetary annihilation (the game)

they came up with a system where the server actually transfers properties as curves during state updates. so if a simulation frame is some given size, they include all of the movement as part of a line or curve in the packet, which they described as being able to include the trajectory of artillery shells so even though the game only ticks ex. 20 times a second, the engine has the whole motion path to play back.

they use this system to implement the replay cameras you can use mid-game and to store old game recordings without them breaking whenever the engine is upgraded.

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@icedquinn Which is better than how Spring did it. You could only watch back replays in the version it was recorded in.

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