I said, as you don't seem to have picked up on it here, that P2P is about chunking and sharing large quantities of data, and that this is not at all relevant in a game, even less so when it is procedurally generated. That what is more important is that the 'Actor model' is being used on the network, that resolving some of the games issues involve understanding and working with this. It has very little to do with the actual P2P networking. Which I shall reiterate, is all about chunking and sharing large quantities of data.In the end, when combined with other missing features, the P2P model does matter because it contributes to concerns like "this feature isn't included by design" or "that won't work because instancing isn't guaranteed." Sometimes, the feature is absent not due to design choices, but because the optimal way to balance it is restricted by a lack of resources.
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