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rprasad | 13 years ago

AOE2 uses a "tick-based" system for synchronising input/commands, so it is possible to use websockets for multiplayer RTS simply by increasing the length of each tick. I believe AOE2 and SC2 used ticks of 200 ms or 250 ms; more modern RTS games use tick length of 100 ms.

Generally, in each tick player (or AI) input is received and then transmitted to the server or all other players. In the next tick, that input is then processed by each player's individual simulation of the game world.

A tick-based system does a decent job of handling latency by distracting the player the delay between input and processing through audio confirmation of the order or through a response/transition animation. It would not work for games requiring low-latency, i.e., FPS shooters.

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