A process of maintaining similar game state across players and/or servers, thus giving all players same info about current sutuation on playfield.
4
votes
2answers
36 views
Synchronizing over UDP
I have two apps communicating over UDP. One of the apps is a remote control and the other is a robot.
When the robot has some new data, for example a new sensor reading or GPS coordinate, I simply ...
0
votes
0answers
12 views
Unity2D: Synchronsing Game start - Cross platform multiplayer game
I'm following this tutorial on Raywenderlich about creating a cross-platform multiplayer game, right now I am finally at the last part of the tutorial, but I'm stuck at synchronising the game start ...
1
vote
0answers
27 views
Unity: Editor Window not Syncing
I have four scripts:
Engine has a list of MovementWaypoints.
EngineEditor simply displays a button to open the window (this editor will eventually do other things).
EngineWindow will manually add ...
0
votes
1answer
31 views
How to sync a LineRenderer in a multiplayer game?
After a lot of searching online, I have come here as a last resort for my problem.
The question says it all. How to sync a LineRenderer?
One answer I found was to use a ClientRpc. I tried it with no ...
0
votes
0answers
17 views
Cocos2dx - How do i predict the movement of object if setVelocity returns different results?
I want to make synchronization movement between client and client.
I've read some posts about simulate physics on the server and predict the movement on the client.
However, how do i do it even if i ...
1
vote
1answer
55 views
Get different result on different devices (same resolution) after setVelocity
I'm dying with physics , i've tried to use setVelocity however i got slightly different value from different devices.
I've tested on iPhone 5 (on simulator)
and iPhone 6 (real device)
The Director::...
1
vote
1answer
53 views
How to prevent clients from stuttering while keeping the game in sync in multiplayer Pong?
I wrote Pong in multiplayer. The clients all run their own game, but I have an authoritative server which enforces its ball position onto the clients.
The game is in sync and playable, however, there ...
3
votes
2answers
117 views
How to confirm an actor location in a realtime multiplayer game at the exact same time on two devices?
I am trying to figure out how to make a game like Pong in multiplayer. I have two devices that run the same simulation. Now I want to make sure that each of them start at the exact same time and send ...
5
votes
2answers
99 views
Calculate resources real-time. Sockets or not?
I'm currenly developing a game in Javascript. It's a Single Page Application so every change should be pulled from the server without page refresh. I'm currently wondering how I should handle the '...
0
votes
1answer
79 views
Syncing Sprites themselves over a Network
Ok, just found out I can't use [SyncVar] for a sprite gameobject. Furthermore that, [SyncVar] works only on simple values. My question is How would I go about syncing a Sprite over a network?
To ...
1
vote
1answer
49 views
Unity 5 Syncvar not working
I have a cube in my scene. I want to change its color and I wanna server and all players to see it in this color. I have attached script on the cube:
using UnityEngine;
using System.Collections;
...
1
vote
2answers
78 views
UDP sending important data often - Should I use a reliable send or unreliable with resend?
I'm making a multiplayer RPG. My problem is that I send player data very often (100 ms), that contains:
Position (float x, y, z)
Radius (float angle)
Animation (int16_t id)
And because the package ...
0
votes
0answers
55 views
How do I instantiate enemys for dealing them damage and attacking them on Photon for Unity?
Ive done a tutorial for Photon Network server for Unity but now I have a problem, the player is not seeing the network player attacking or damaging the enemy.
How do I instantiate these to ...
0
votes
0answers
231 views
How to sync animations of 2 different characters in Unity 3D?
I am working on an endless running 3d game. I have 2 characters. One of them is a small kid and another one is a security guard. Both characters and animations are exported as separate FBXs.
The ...
0
votes
1answer
203 views
Android: Synchronizing timers across multiple devices
Im writing a turn-based multiplayer game that implements a chess timer. When the current players turn starts, all devices start timing for the current player, however, as his turn proceeds, the timers ...
1
vote
0answers
58 views
Extrapolation - synchronize destination point on a second device while moving
First of all, I read all of the Valve and Gaffer articles but I still have no clue, how to achieve my goal.
I am creating a UDP multiplayer game with a lot of physics (knockbacks, attacks). Packets ...
2
votes
1answer
588 views
Unity 5.x Network Synchronization Concepts
Bear with me, It will be long read^^
I am working on the new Unity Networking system. I was using Photon and old (legacy) unity network API's before. But as it seems there are some good benefits of ...
1
vote
2answers
207 views
Syncing items between server and client
I'm doing this game of mine, and I want to add the items to it.
I'm already familiar with the basic concept of syncing data between server and client,
Usually using sync state, that's what i've done ...
0
votes
0answers
36 views
Time based animations desynchronize
I have a ingame timer which increases constantly by the FPS rate.
The problem I got yesterday:
I started to implement attack animations, but they only run synchronous.
That means, if I attack object ...
1
vote
0answers
48 views
How to synchronize events to clients?
I need to keep the client updated on data that's rarely changed (like health) or when an event occurs (like when a player is attacked and should have "-10 hp" above him). Those 2 specific part should ...
2
votes
1answer
182 views
Client and server loops don't match up
I'm trying to build a small networked game using WebGL and NodeJS. I have a basic client and server setup and I'm at the point where I'm trying to implement dead reckoning to simulate what happens on ...
1
vote
0answers
58 views
How to detect when client state drifts from server state?
I'm obviously talking about an authoritative server to which client sends commands and gets state updates.
My question is when I get a position update and know how many milliseconds ago it was ...
2
votes
3answers
115 views
Synchronisation on a non authoritative networked peer to peer scene
I currently have a piece of coursework that requires 3 or more 3d simulations connected via p2p to maintain a simulation that is visually consistent amoung all peers. A big issue is that I'm not ...
2
votes
4answers
289 views
How can I avoid sending the full game state so often?
I'm making a real-time 2D MMORPG in Java. Currently data all surrounding NPCs' and players' data is sent so frequently that the client crashes—it can't handle the data quickly enough. I'm sending data ...
0
votes
1answer
41 views
Box2D: Making it Determinsitic?
From articles on the web, I found that floating point math generally has accuracy of at least 6 digits. With this in mind, is it possible to make Box2D which uses floats fully deterministic through ...
9
votes
2answers
2k views
How to keep server-client clocks in-sync for precision networked games like Quake 3?
I'm working on a 2D top-down-shooter and doing my best to copy concepts used in networked games like Quake 3.
I have an authorative server.
The server sends snapshots to clients.
Snapshots contain a ...
2
votes
1answer
178 views
RTS Lockstep: How to deal with high latency and packet drops?
In the lockstep RTS model, I understand how games can be made deterministic by sending across commands to run at designated frames in the future. Then, to keep everyone in sync, confirmations are sent ...
2
votes
1answer
670 views
In-Depth Lockstep Explanation
I'm making a multiplayer game built upon a lockstep system and I'd just like a better grasp on the concept. My main question is on how to get every command to simulate at the same time on every client,...
0
votes
1answer
131 views
In lockstep networking game, how to handle sudden lags and disconnection?
I am trying to implement a game similar to "Street Fighter" by using lockstep networking model so that two players can play remotely via Internet.
I have read a lot of articles about lockstep ...
1
vote
1answer
205 views
Synchronization with game tick
I'm working on a multiplayer game and it's currently set up like this. It accepts packets from the client on the fly and does whatever processing it needs to. There is also a main game tick which is ...
3
votes
1answer
341 views
Is there a pattern for handling multiple game states?
I'm experimenting with writing a multiplayer game, almost from scratch (I'm using C++, OpenGL, ENet, and platform-specific APIs) with a client/server networking model where the server is authoritative....
5
votes
1answer
264 views
Is there a way to prevent the user from playing the game simultaneously on 2 devices
Our game uses Google Play Services for authentication, multiplayer and cloud saves. We save the users inventory as a cloud save, and as the player partakes in multiplayer matches they might use items ...
0
votes
2answers
77 views
Can the different computation power in a multi-player game affect each player's performance?
In case an RTS game allows the clients to perform some calculations such as path-finding after the player clicks the map for a destination, and taking into account the game should be synchronised for ...
1
vote
1answer
130 views
Inventory management syncronized network
I'm implementing an inventory system with items in 1x1 slots in a open-world multiplayer game. But I can't decide how I want to synchronize the item management with the server. I see two options here.
...
5
votes
2answers
1k views
How to sync client and server at the first frame
I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to ...
0
votes
1answer
274 views
How to sync towers and enemies in Tower Defense?
I'm going to build a tower defense (like) game.
In a heavy tower defense, it takes time to processing.
So, if i set a time interval, it costs interval+processing time so it's not fair.
If i make a ...
4
votes
2answers
471 views
How to synchronize the ball in a network pong game?
I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
14
votes
5answers
3k views
Networking for Real Time Strategy games
I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic (...
8
votes
3answers
664 views
How can I keep two racing players synchronised?
I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform.
The two player ...
0
votes
0answers
107 views
synchronizing character movement in different clients
i want to synchronize the character movement in different clients,
while i got an problem here.
The script below is attach at the other players' characters,
say if you are player A in client A, then ...
3
votes
2answers
485 views
Purpose of Displaying Loading Screen
Is it necessary for a game developer (on Android, game consoles, online, or desktop) to display the loading screen to cover unfinished rendered game environments and prevent users from thinking that ...
1
vote
1answer
5k views
Jumping with Mecanim synchronization
I am using Unity3D 4.1 for one of my projects. I have a robot character which is always running. I am using mecanim animation system.
What I really want:When I press Space bar, the character should ...
7
votes
2answers
616 views
How do I duplicate a Box2d simulation, mid-simulation?
I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same ...
9
votes
2answers
3k views
How to synchronize actions like jump in multiplayer?
I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
3
votes
1answer
418 views
How to sync game tick in peer to peer game?
I am making a 2-player iphone action game using a synchronization service (in this case Firebase). The service allows state syncing through the internet, but I have to execute all game logic on the ...
1
vote
2answers
266 views
Implementing the “earn resource every N seconds” mechanism common to F2P games
In many free-to-play games, play will be rate limited in some manner by a resource that you naturally earn on a timed interval, but can opt to increase artificially through buy-ins.
A current example ...
4
votes
5answers
3k views
Can I write code from 2 computers at the same time? [closed]
So I know it might not be that related to game dev, but I'm now starting a project with friends and we want to code. Thing is, we are not living close, and when several programmers write different ...
-1
votes
2answers
665 views
Start timer in two clients the same time
I want to create a client/server turned-based game where each player will have 5 seconds in order to play. If extends this time will be other player's turn to play. In order to do this, I have created ...
0
votes
1answer
426 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
98 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 ...