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 @1c8b82b6 @Living Space Studios @Alex Gleason to be fair - multiplayer always adds a layer of complexity to the architecture and it is much easier to build an engine multiplayer-first than adding it on top of existing systems 
 True. But the motion interpolation algorithms used by networked video games become significantly more complex when you have to account for six dimensions instead the three most "2D" games have to account for. Plus the data throughput needs to be a lot higher which means better socket management and pre-socket data compression/simplification. 
 @Living Space Studios if I remember correctly, Unreal and Source never rotate its network-synchronized colliders 
 Presumably they rely on the Transform values. Tying physics directly to networking is very unreliable.