Neo:
I said only in certain kinds of multiplayer. You do not have to code your multiplayer in such a way that it requires the simulation to run identically on every PC. I coded a perfectly good tank game with multiplayer which used deltatime.
I did have an issue with bullets that could bounce off walls... On one PC a bullet might hit a corner and bounce, while on another it would miss the corner and continue moving in a straight line...
But if you don't have bullets bouncing off walls, you won't have that issue. :-)
The problem was the bullet locations were not updated by the server, so if they went wrong at some point, they stayed wrong. One solution that would require little extra bandwidth would be to simply have the server determine if a bullet bounces off a wall and then send out an update to its location and trajectory when that happens.
I said only in certain kinds of multiplayer. You do not have to code your multiplayer in such a way that it requires the simulation to run identically on every PC. I coded a perfectly good tank game with multiplayer which used deltatime.
I did have an issue with bullets that could bounce off walls... On one PC a bullet might hit a corner and bounce, while on another it would miss the corner and continue moving in a straight line...
But if you don't have bullets bouncing off walls, you won't have that issue. :-)
The problem was the bullet locations were not updated by the server, so if they went wrong at some point, they stayed wrong. One solution that would require little extra bandwidth would be to simply have the server determine if a bullet bounces off a wall and then send out an update to its location and trajectory when that happens.