So, I've been working on a project for a while which is basically just a little 2D game. The fun/hard part is that I've been trying to make it work as a multiplayer game. Right now, the game is just a ...
I'm working on a multiplayer Flash game (ActionScript 3) with an accompanying server written in Python and I'd like some tips regarding networking, and specifically, the handling of packets and ...
I want to know what is the logic behind server client communication through packets for a real time game. for example the server sends x packets then the client receives x packets and processes them.. ...
The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network? For example, let's say it's tick 1000 and player 1 sends a ...
Can the time it takes for a packet to be transmitted from a client to the server fluctuate?