logoalt Hacker News

hannasanariontoday at 12:40 PM0 repliesview on HN

I feel like there's detail missing in the blog.

The "Reliable vs Unreliable" section implies that different parts of the scene are sent using a strict-ordering protocol so that the transforms happen in the same order on every client, but other parts happen in a state update stream with per client queueing.

But which is which? Which events are sent TCP and which are UDP (and is that literally what they're doing, or only a metaphor?)

Really the economy of the text in the blog seems backwards, this section has one short paragraph explaining the concept of deterministic event ordering as important for keeping things straight, which and then 3 paragraphs about how player position and velocity are synced in the same way as any other game. I want read more about the part that makes teardown unique!