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Old 06-23-2009, 12:31 AM
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Some new games have been using P2P, but this isn't an overly significant change to the way RTS games work.

In a RTS game, everyone's computer is running the game independently. Because code is deterministic, we know that given the same input, all machines will produce the same output. Whenever someone makes an action (ordering units around), everyone agrees on a time the action actually occurred, and then every game executes it at exactly the same point in game-time.

The consequence of this is that internet delay is experienced as delays controlling your units. This system doesn't work for twitch-reflex games like FPS, which is why they need to use (less secure) architectures. However, for RTS games it's suited quite well. P2P doesn't change the fundamental architecture or its strengths and weaknesses. It has its own set of advantages and disadvantages.
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