We are building multiplayer game where there's no central server managing the game. Each player is responsible for sending out its state to all connected players. In addition, all clients run ...
Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating ...
A major issue I am encountering right now is that my physics engine (BEPU) and my network interpolation are conflicting with each other. The player is a physics object, and so the physics engine ...
I'm implementing valve's networking model for my simple top down game but I have some design problems and I just can't think of good solutions. The one of the main ideas that there is a render time ...
Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the ...