Comments (5)
Yojimbo is the answer to the question, what would the correct network stack for Apex Legends be?
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Client -> server messages should be control messages. Not stuff like 'I fired my gun' ;)
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@gafferongames Thank you for responding! I've been reading your articles, and that confirms what I saw in your tutorial on Deterministic Lockstep. Does Yojimbo have a Playout Delay Buffer internally, or do I have to put that together myself?
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Yojimbo is just a library for you to define channels for communication, serialization for messages etc. It doesn't force you to any particular network model, although it has been designed with the needs of AAA games. You need to implement a playout delay buffer yourself.
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Awesome. Thank you so much!
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Related Issues (20)
- Updated official release HOT 2
- TLS Error on mac HOT 2
- Question - NAT Punch-through HOT 2
- Failed to Create Message Type and Serialize check failed HOT 4
- Windows: cannot connect while other clients are timing out HOT 4
- Client connection refused if it's time is > server time HOT 1
- Message Types vs Data Blocks HOT 1
- Ignoring late packets HOT 1
- Working on improving the vcpkg integration: libsodium and mbedtls versions? HOT 9
- Sending arrays of variable size HOT 4
- Yojimbo linkage HOT 1
- Improve vcpkg usage experience HOT 4
- Large messages can clog ReliableOrderedChannel indefinitely HOT 3
- client.Disconnect() in loopback.cpp example HOT 2
- Building.md instructions not working for m1 mac HOT 3
- matcher docker doesn't seem to build anymore HOT 1
- Sending Large Block Sizes slow HOT 1
- NDA platforms HOT 1
- Problem with #if in yojimbo_reliable_ordered_channel.cpp HOT 2
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