Dr.EisDrachenJaeger said:
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And? Nothing there is specific to platformers or unique. It's just very basic stuff dealing with network coding. Looking at your past comments though it seems like you thought their peer to peer solution wasn't normal. If physics were done server side then yes you'd be fully correct on everything you've said. Platformers do need exact response times and such a system would ruin it. However you'd be crazy to do it that way. Almost all multiplayer games run local player actions locally. Pressing the jump button jumps your character and then sends a message over the network that you jumped. They don't send the message and then wait for it to return before making you jump. As a result every player sees a slightly different game, but there are no input delays for the player. This is what makes coding online really really complex.
When it's done poorly, this type of thing can happen.
Both people start experiencing completely different versions of the game.
Here is another case of both people seeing different things.
In this case however it's actually working how it should. The lag is horrible but the game engine is working correctly. Without the killcam no one would suspect there was an issue. It's messy in most games, but man does it work better than giving every player an identical experience.
With a platformer things are even simpler. The local player's experience is hardly affected by what online players are doing. It really doesn't matter if everyone else is a split second slow.








