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atroche
on Oct 4, 2012
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Show HN: Powderkeg, a realtime, synchronous, multi...
Apologies! I just read your blog post, and it seems like you're way ahead of me.
How come you decided to send input rather than state to the client?
statico
on Oct 4, 2012
[–]
There's no need to send state if every client runs the same simulation. All you need to do is send every client a frame's worth of input and the frame's number. The gafferongames.com article you posted explains more about it :)
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How come you decided to send input rather than state to the client?