We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. ...
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 ...
I'm working on a generic game server that manages games for an arbitrary number of TCP socket-networked clients playing a game. I have a 'design' hacked together with duct-tape that is working, but ...