1
vote
1answer
45 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
55 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 ...
0
votes
0answers
133 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 ...
6
votes
3answers
3k 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 ...