I have some initial questions for a game like Brawl Stars for example.
- Brawl Stars for example, is it not necessary to worry about physics, right? It is an online action game, but apparently "simple", there are no physical interactions in the game I think.
- FPS and other types of games are obviously more complex, but for games like Brawl Stars, which types of techniques are most recommended to be used and have smooth gameplay?
- Lockstep or Predicted or other technique?
- Which is better way to sync time/tick between client and server for this type of game? Is it necessary to be so precise? I's necessary to be time (float) or tick (int/long)? What is the ideal send rate to sync? Is 1 packet for a second is a bad idea for this type of game?
- What other techniques are recommended and/or can be used in Brawl Stars (interpolation, extrapolation, reconcilation and etc)?
- Thinking of using UDP but with support for reliable and unrealible, would the recommendation for sending time/tick sync and character movements be realiable or unrealible?
- Valve explains about lag compensation, but it is used as an example for an FPS, can it be useful for a game like Brawl Stars?
- For this type of game do I need to run the server at 45/60 fps? Because there is no physics and probably the fps of the client does not need to be fixed (can be like 30, 45, 60, 120, 240). I am wrong?
- This type of game I need to worry with fixed point math?
- Are there any recommendations for articles / books / projects for dummies? I know Valve, but I don't think it's so explanatory and with some kind of code example.
- Last question, is hplus0603 some kind of God? He has so many answers/solutions to various problems.
I hope someone can answer my questions, I will be forever grateful and will be a light at the end of the tunnel. ?
Thanks,
Regards.