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 ...
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 ...
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 ...
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 ...