Comment by Rohansi
7 hours ago
That's great stuff! IIRC Factorio takes the same approach but relies on extensive testing to avoid running into desync issues with non-deterministic code. Would be very cool to be able to build games like that without needing to worry about desyncs!
It might be a good idea to highlight some of the limitations to this approach somewhere so users aren't caught off guard later in the development process. For example, it wouldn't be great to build a competitive FPS or MOBA with this because the game state is replicated to all players which is a cheaters dream. The latency characteristics would also not be ideal for games with a larger number of players. I also assume there are no escape hatches for doing any non-deterministic things like I/O so there would be limited to no persistence possible. It won't be an issue for most games but worth highlighting just in case IMO.
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