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
84 views
Approaching syncing between client and server, in a Tower Defense game
I am currently working on a Multiplayer TD, players can join games, and place towers on a map, so far so good.
This is how the game works as of today, when a new game is created, the server ...
1
vote
1answer
42 views
Resynchronize game state on reconnect
Suppose in a multiplayer first person shooter game that a player loses their connection. On reconnect they need to synchronize with the current game state. But while they are getting a snapshot of the ...
0
votes
0answers
52 views
Syncing entities in a totally shared multiplayer environment
Typically, networked games designate a server (or host player) as being authoritative over all state shared between the players. Clients still simulate their own state, but also continuously ...
2
votes
2answers
142 views
Lockstep Game Loop
I have an XNA game using a basic lockstep update loop.
The client sends all commands to the server,
and updates only if it has received the next turn's commands from the server.
When does a turn end? ...
1
vote
1answer
48 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
108 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
45 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
227 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
180 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
221 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
161 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
215 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
347 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
161 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
357 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 ...