Has anybody attempted to write a Lockstep-based Multiplayer system? I’m hitting some real narks of the way typical UE games are done.
My game is essentially very large maps, with a lot of units, shooting a lot of projectile-based bullets, and I mean a lot. Replicated Movement & Variables just aren’t going to cut it, there’s going to be so much latency with only a few actors in the level that It’s barely worth bothering with. Think Planetside 2 if you need inspiration, just with smaller maps.
I just want the most efficient networking possible, with smooth gameplay for all those playing. The way I understand Lockstep, is that it remains efficient because it bundles all commands of the clients and then sends them out in one go, everybody simulates the same data and the Server then checks and updates the clients in case they go out of sync.
Question is, has anybody done this yet? I understand that it’s quite a big change to the regular Server/Client architecture, but I’m running into so many issues using the regular networking that I think it’s best I adopt this approach early.