Games on Locutus? #332
Replies: 2 comments 2 replies
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Very late reply but better later than never... About multiplayer paradigms, I don't see a problem regarding this since it should be able to handle persistent states as well as ephemeral ones. This all comes to how the core logic would be implemented between states. Re. latency, this one is harder... For certain games, 1 sec updates would be just fine, but for others you would like at least 100ms latencies or even less (hopefully), this will be tougher to achieve, P2P protocols and multiplayer games are known to have their own share of problems regarding this, and this is with much more simple protocols that don't have to worry about thousands (or more) of nodes being connected. The physics of this are hard to beat. That said, there could be certain optimizations with smart contract design that could lead to better locality, exploiting the small world effect, so we could potentially achieve latencies on par with games which use P2P without centralized servers and hopefully we can make the core node logic lean enough to add a very minimal overhead. |
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TL;DR: Is Locutus going to be fast enough to handle the needs real-time multiplayer games, and how would different multiplayer paradigms need to be adapted in order to work?
To start, I like the concepts behind Locutus. I recently learned about the project through the FUTO interview with Ian Clarke, and I'm interested - although I'm not used to programming network related things that much, so I'm not sure how much I would be able to contribute directly.
One thing that came to mind for me is video games. I play a lot of them, and I've looked into making my own a couple of times. And I've been wondering whether it would be possible to build a multiplayer game on top of Locutus.
For multiplayer games on Locutus, there's a few things to consider. First is latency. Ian Clarke said in the FUTO interview that Locutus is going to hopefully have less than 1 second latency, so that should be fine if that goal is achieved. Probably. There's also the matter of stability - you don't want to be disconnected mid-match.
There's also the matter of how to adapt the different multiplayer paradigms that have developed over time. I'll categorize them as follows:
Besides the last one, which to me at least has an obvious implementation, how would these general categories of multiplayer be adapted to work under Locutus?
(To anyone who read this, thank you for your time)
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