https://www.reddit.com/r/heroesofthesto ... se_of_the/https://www.reddit.com/r/heroesofthesto ... rformance/Obnażenie kurewskiego silnika SC2, który został użyty w HotS. Dlaczego łatwo napisać maphacka i dlaczego "wyprzedzanie serwera" jest konieczne.
Cytuj:
...Have you ever wondered why map-hacking historically has been such a big problem in StarCraft? It's because every player has complete game state in memory, including units hidden by fog of war. For example, League of Legends does not have this problem, because your client has no information about hidden entities until they actually become visible to your team. But League does not have to transfer updates for hundreds of units. And StarCraft does not have a choice.
Dota 2 uses Source, primarily an FPS engine, developed all the way from Quake. It is client-server, and sends game state snapshots once every 50 ms or so. The client interpolates between those snapshots to create smooth experience.
Another drawback that deterministic lockstep simulation imposes is having everyone synchronized. That means waiting for users who lag for one reason or another (network- or even performance-related). If you ever watched StarCraft II tournaments, you've probably seen that spectators can lag games. It is because there's no central authority who dictates the simulation. Everyone, even spectators, have to coordinate, have to have exactly the same game state in order to incrementally advance simulation forward. This means waiting for the slowest party...
Blizz serio musi zrobić coś z tym silnikiem, bo inaczej wszystko im się posypie.
http://www.wallhax.com/forum/showthread ... nformation hue...