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Comment by grian42

9 hours ago

multiplayer netcode isnt overly difficult to write unless you're at the highest lvl of complexity lol. it's not a black box, it's just transferring bytes around efficiently and keeping track of state, your "netcode" can literally just be bare tcp (+ssl), validation, and state, it's not that deep.

handling latency to keep a coherent experience in a real-time game is an unsolvable problem where every single mechanic requires a planned out scheme and companies go so far as buying data centers in optimized locations to help out with the illusion

that's probably what you mean by highest level of complexity

but even just a regular turn-based game there's a lot of questions you need to answer and decisions to make regarding latency, packet loss, and disconnects that all have to be solved in a coherent and consistent way