hi.
maybe lock step doesnt work in realtim games like battlefield but as i see lots of turn based that try to avoid server side authorization use this technique.
as the concept says:
- every client should run the simulation and all calculation on its own side.
- no client should be able to make a new action until all players are in the same states.
- security?
is it all the concepts? i assume for security each client should validate any new Move Request to check the player has done a valid move if we want to avoid server-side authorization.
for checking that all players are in same state:
i assume all players should run the movements and animations to get to goal state. i think we can make a hash from the state to check all the states are equal.
is it right?