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Update README.md
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proepkes authored Feb 2, 2019
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Initial commit was targeting the following protocol: https://www.reddit.com/r/Unity3D/comments/aewepu/rts_networking_simulate_on_serverbeat/. It turned out that bad network conditions made the game unplayable. The project has shifted to an architecture you see below.

Currently the rollback of adding new entities should be stable. If you spawn entities in multiple instances, all simulations will have in a synced state no matter how many packets drop or how high the lag is. Clientside prediction makes sure that local commands are executed under any condition.
Currently the rollback of adding new entities should be stable. If you spawn entities in multiple instances, all simulations will have a synced state no matter how many packets drop or how high the lag is. Clientside prediction makes sure that local commands are executed under any condition.

Rollback for entity-changes (e.g. position-change) is currently in progress. Using the navigation-feature in combination with rollback will lead to desync or game crashes.

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