I’m trying to wrap my head around how networking for an RTS would work. Would each different unit (up to 100 units at a given time) have its own NetworkView? Or, if units were instantiated locally, how much discrepancy between the server and client would I have to worry about? Or would it make more sense to
Could anyone explain roughly what the ideal model for a multiplayer RTS would look like?
It is old, but this is still “state of the art” when it comes to RTS networking (as in: All modern RTSes do it this way, Starcraft 2 for example). The two key components are:
A deterministic simulation (always gives the exact same output for the same input)