This article was published for PREMIUM members, available by subscription. You can join here in a minute or less. If you're already a member, log-in from the top right menu.

Premium Teaser

Synchronizing Clients and Server: Replicating Bots Over the Network in RESISTANCE 2

Ross McIntosh on February 17, 2011

Synchronizing characters over the network is a difficult challenge. For player avatars, it requires a very responsive approach that . However, this approach isn't very suited to non-player characters as it consumes unnecessary bandwidth and can result in low-quality animation. RESISTANCE 2 in particular uses a different approach to synchronize the AI decisions over a network.

In this masterclass with Ross McIntosh, you'll hear about Insomniac Games' solution to synchronizing game state on multiple machines, and in particular how that affects the bots. Which things need to be payed particular attention to (e.g. animations, goals, behaviors) so they don't break the gameplay experience? What are common mistakes when networking AI systems and how can you address those?