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442 points apitman | 3 comments | | HN request time: 0.213s | source
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Rendello ◴[] No.43563472[source]
Classic AoE-playing Hacker News-types might also enjoy 0 A.D.

It's free and fun, but definitely humbling if you consider yourself a master strategist:

https://play0ad.com/

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bryancrisso ◴[] No.43563857[source]
i love 0ad so much but it runs AWFULLY as soon as you get a fun number of units on the map.
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Rendello ◴[] No.43564058[source]
I haven't had an issue with that personally (played on and off for almost 10 years), though I imagine it could be an issue on some older hardware. Massed units will cause lag in big team games where there's 4 armies clashing, though that might be more of a network thing.
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yohannesk ◴[] No.43564705[source]
I am curious as a non game developer, are these types of games deterministic? If so if I send to the server that I moved huge units to attack another huge units, can the server determine what the end will be? Why do we face a network issue?
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HideousKojima ◴[] No.43564767[source]
Many (not all) RTS games use a networking method called lockstep synchronization that requires the gameplay to be deterministic, but has its own downsides. One of those being that if one player lags, everyone lags. I know AOE 1 and 2 use it, and I assume 3 as well
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1. littlestymaar ◴[] No.43565278[source]
The good thing being that you get replay for free.
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2. Panzer04 ◴[] No.43566530[source]
It's got downsides. There's often no way to recover game state without actually running the simulation, and often no way to go backwards either. If you miss a moment in the replay you gotta watch the whole damn thing all over gain.
3. gsich ◴[] No.43568819[source]
You get that with any type of networking.