We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a ...
I've read lot of articles about game networking and finally feel like almost get it. But have a couple of questions. If client sends input to server and then server apply it to simulation, should ...