

I probably didn’t do a good job of explaining it, but this is exactly what I meant. Cheers.
I probably didn’t do a good job of explaining it, but this is exactly what I meant. Cheers.
Counter Strike has pretty cool networking code where the server will rollback the simulation based on your latency, to see if you would’ve hit based on your own interpretation of the world as at your time, so no, even in Counter Strike, you shouldn’t need to lead. That being said, there are limits. It’s not going to work properly if your latency is 1000ms. Also in CS 2 they improved this even more because they do sub tick simulation to be even more precise.
If you still haven’t played it, check out Riven which was recently released. It’s a complete modern remake (plus some changes) of the sequel to Myst.
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There are plenty of small indie studios that won’t sell out, we just don’t know who they are.
Palworld still ended up costing millions of dollars, although not tens of millions.
Ah I’m talking about APIs to more conveniently view the media (i.e. it doesn’t open up imgur.com in a browser). AFAIK it costs money to use that API now so I don’t think any free app without ads can provide that unless I’m mistaken.
I think the dev pays for Imgur and other media hosting site APIs so that is also a factor. No other app displays media as integrated as Sync.
This goes way back to when Google first introduced IAP. They were pushing to remove dupes from the store because it caused separate reviews and ratings. It could be that they just temporarily enforced it and now it’s not a concern for them anymore.
I remember when this happened to Sync for Reddit. Unfortunately Google Play Store, like most of these app stores, can enforce almost anything they want even if it’s outside of their policy because some stuff is so vague. And it’s usually hard to get clear information from anyone when your app gets pulled or whatever.
Are you mostly interested in the networking aspect? I’m not sure what Battle Bit does but many games employ a prioritization strategy when determining which characters should be updated per state snapshot for a client. Check out an old GDC talk about Halo networking, it’s pretty interesting.
I think this is a written summary of the video: http://blog.wolfire.com/2011/03/GDC-Session-Summary-Halo-networking
This article is also informative: https://www.gafferongames.com/post/state_synchronization/
Unreal is trying to move animation off the main thread but it will take a while to become standard. You can do it today but it’s not the default.
It’s definitely a hard problem to solve as an “out of the box” solution.