
The other sample game built during the course of this book, RoboCat RTS, implements a deterministic lockstep model. As with Tribes, even though the deterministic lockstep model has existed for many years, it is still commonly used in modern RTS games. It is lockstep because peers use communication to ensure that they remain synchronized throughout the game.

A guaranteed deterministic simulation of the game is concurrently performed by each of the peers. In this model, all the computers are connected to each other, meaning it is peer-to-peer.

Age of Empires uses a deterministic lockstep networking model. This means that Age of Empires faced many of the same bandwidth and latency constraints of dial-up Internet access.

Multiplayer Game Programming: Architecting Networked GamesĪs with Tribes, the real-time strategy (RTS) game Age of Empires was released in the late 1990s.
