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Chrome Shack Community Guidelines Chatty Search
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Peer to peer networking topologies rely on all players executing the same commands (move here, attack here) at the same time.
Since the commands don't actually make it to the other machines for quite awhile (usually 1-300 ms), if there was client prediction on your machine, there would necessarily be jumpy behavior on the other machines as the command had to be executed in, what was effectively for the other players, the past.
As a rule of thumb, games with few agents (units) can use client-server topologies, which allow for things like client-side prediction.
For games with hundreds or more agents, the networking costs associated with client/server topologies become too severe--even for modern broadband.
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