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Is a Unity simulation deterministic?

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Yhis is something useful mainly for multiplayer RTS games, but could be useful for any other game that needs to be able to execute a game in lock-step on multiple non-identical machines. To be fully deterministic in this sort of sense, the following would all have to be true:

  • RNGs are instantiated, called a consistent number of times in a "turn" (that might be 200ms), and give predictable output during that time period.

  • Floating point math, plus any other math, gives predictable results on all processors (AMD vs Intel, x86 vs x64, etc) and operating systems.

  • There is always a consistent number of simulation cycles per "turn," regardless of the number of frames drawn to the screen.

Basically, I'm wondering if it is possible to build a modern multiplayer RTS in Unity -- obviously single-player is no problem, and other networking models make multiplayer action/FPS/etc games quite possible in Unity, but I've not seen anything relating to simulation determinism in my investigation into Unity so far.


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