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Cold Take #27 - Widgets and Gadgets

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5 days ago

The engine of Zero-K is written in C++, but the fancy UI and mechanics are Lua. This gives us flexibility while designing new mechanics, without sacrificing speed for RTS basics.

Read it here: https://store.steampowered.com/news/app/334920/view/507330049932789813
+5 / -0
3 days ago
quote:
Widgets suffer from network latency, from ping.

As far as I know all simulation must happen at every player and only "commands" are sent over to the network. Which means that the figure after the quote above does not fit very well with the network model described.

Is this in fact related to gadgets running synchronously with the simulation and widgets not? Writing server in the figure would still be confusing I can imagine in fact that "server" is the local simulation that continues running and the delays are delays of passing the message through various layers/conversions/interfaces which means a command will be given on a "changed" game state than it would be intended.

Besides being curious, I imagine that someone trying to understand the system would be confused if they found somehow conflicting information, so I think it is better try to be as clear as possible - as the other cold takes were, even if the effects described are still the same.
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2 days ago
You are right. I didn't want to get into the detailed in the post, but I've had another think about how to do it. I've changed the image and added a sentence.
+1 / -0
2 days ago
Thanks, now it is much clearer! Great work explaining and documenting how zero-k got built, although I know many of the details, some things make more sense once you think of them in the grand scheme of things and on longer time scales.
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