A process of maintaining similar game state across players and/or servers, thus giving all players same info about current sutuation on playfield.

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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 ...
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AndroidOpenGL drawing loop and passing drawing information

I am using GLSurfaceView for my application's core drawing process. I do my drawing onDrawFrame ( a function that gets called as often as possible, like thread loop ). However when touch event ...
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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 ...
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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 ...
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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 ...