A process of maintaining similar game state across players and/or servers, thus giving all players same info about current sutuation on playfield.
0
votes
1answer
31 views
synchronizing view state between nodes in a rendering cluster
I'm building a display wall demo application.
The environment:
N machines, each driving up to six displays
Wired gigabit switch
OpenTK application to draw the pretty pictures, running 1 copy on ...
-1
votes
4answers
91 views
build a server clock in client
Like Warcraft of World, there is a clock to display the time of server rather than local time of the client.
How to do this?
If this can be done by server send only one package to tell client the ...
0
votes
0answers
31 views
Architecture for mixing synchronous and asynchronous program flow to maximize faux real-time yet logical gameplay?
What I am attempting to make is a faux real-time game engine in node.js (taking advantage of the non-blocking I/O). When I say 'faux real-time' what I mean is I want players to interact with the world ...
2
votes
2answers
169 views
Sync clocks on a real time multiplayer game - Is this ok?
I'm developing a multiplayer game through Gamecenter in unity with prime31 plugin. This is how I sync the clocks of the two players (right now there will only be 2 player in one match), and I wanted ...
3
votes
2answers
140 views
Syncing game states in a multiplayer RTS game
I'm working in a group with 2 friends on our Gr. 12 final project for programming. We're making a multiplayer RTS game. I've been assigned to the networking section of the game, and none of us have ...
3
votes
1answer
208 views
How to sync the actions in a mutiplayer game?
I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. ...
1
vote
1answer
121 views
Client-Server MMOG & data structures sync when joining / playing
After reading a few articles on MMOG architecture, there is still one point on which I cannot find much information: it has to do with how you keep in sync server data on the client, when you join, ...
2
votes
3answers
205 views
How to store and update data table on client side (iOS MMO)
Currently I'm developing an iOS MMO game with cocos2d-x. The game depends on many data tables (Excel file) given by the designers. These tables contain data like how much gold/crystal will be cost ...
6
votes
2answers
321 views
multiplayer networking with physics
I'm curious how multiplayer networking with physics is implemented in racing games.
We have a physical world with multiple fast-moving vehicles controlled by different people.
Let's say that vehicles ...
3
votes
1answer
148 views
P2P synchronization: can a player update fields of other players?
I know that synchronization is a huge topic, so I have minimized the problem to this example case.
Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how ...
0
votes
2answers
323 views
Game thread, render thread, animation/inverse kinematics, and synchronization
In a multithreaded setup with a game logic thread and a render thread, with some kind of skin mesh animation with inverse kinematics plus etc how does animation work? Does the game logic thread just ...
7
votes
3answers
428 views
Multiplayer tile based movement synchronization
I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that.
The game is tile based, you can only move in 4 directions, and every ...
3
votes
1answer
553 views
Synchronization between game logic thread and rendering thread
How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me.
From what I understand so far the ...
0
votes
0answers
126 views
How game engines handle transactions between users?
my question is about situation when there is action between players at game (like items exchange, players money/tokens billing change). I know this depends on many factors, but please look at one of ...
1
vote
1answer
794 views
Client-Server RTS networking with lockstep and lag
The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
6
votes
3answers
451 views
Networking for RTS games with lockstep using UDP
Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
3
votes
2answers
609 views
How do I keep an MMO synchronized?
I'm making a 2D, top down MMO game. ATM I can connect a player to a server and they get the map data from a DB. They can move around and hit some stuff and if they move near a viewport edge, the ...
4
votes
1answer
504 views
XNA: Networking gone totally out of sync
I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem.
I started by adapting my game to the msdn xna network tutorial and ...
2
votes
2answers
364 views
Elegant way to handle packet loss in a lockstep P2P RTS?
What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network?
For example, let's say it's tick 1000 and player 1 sends a ...
3
votes
3answers
291 views
Send regular keyboard samples OR keyboard state changes over network
Building a multi player asteroids game where ships compete with each other. Using UDP.
Wanted to minimize traffic sent to server. Which would you do:
Send periodic keyboard state samples every from ...
-2
votes
2answers
160 views
Resources about movement and simulation in multiplayer games [closed]
I am developing a multiplayer game, similar to Castle Crashers. This is the first multiplayer game I do so, before starting to code, I am trying to learn what's the best way to do it. I found some ...
5
votes
1answer
1k views
Network client-server message exchange and clock synchronization help
i'm doing a fast paced physics game that is a table hockey. With two mallets and one puck. The game runs on iphone / ipad and i'm doing the multiplayer part through GameCenter.
This is how the ...
7
votes
5answers
787 views
Multiplayer synchronization and pathfinding
I have a point & click type interface on a client, which runs an A* on the server, for path-finding.
The game is controlled like an RTS, but the world is persistent, so players should be able to ...
3
votes
2answers
272 views
Variable-step update() in game loop is falling behind, how can I get around this?
I'm working on a minimal game engine for my next game. I'm using the delta update method like shown:
void update(double delta) {
// Update code that uses `delta` goes here
}
I have a deep ...
17
votes
3answers
2k views
Low traffic client synchronization with server in MMO
I am implementing MMO where player flies in space on his starship controlling it with arrow keys and cooperate with other players.
I want to implement it so that player will be able to dodge his ship ...
6
votes
2answers
1k views
How to make footsteps sound sync with animation (FMOD/Wwise/similar)
How do you pros out there implement footstep sounds in so that they're synced with character animation?
I have an idea in mind: an FMOD event that has two footstep playback triggers, and a parameter ...
20
votes
4answers
2k views
How is load balancing achieved in MMOs?
I believe it's a common requirement of MMOs that processing for a single shard or realm can be done over several servers to ease the load. I'm curious as to how this can be done whilst maintaining a ...
3
votes
2answers
775 views
Game clock Synchronization in python
I am working on a network game project in python which we want to keep synchronized. I would assume we should use Network Time Protocol to cater for different levels of lag.
That being the case, is ...
5
votes
3answers
2k views
Synchronizing clients with a server and with each other
What is the best way for keeping all clients synchronized with a server and with each other?
Currently, we have two approaches in mind:
When a client sends something to the server, the server ...