2
votes
2answers
135 views

How to synchronize the ball in a network pong game?

I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
7
votes
3answers
396 views

How can I keep two racing players synchronised?

I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform. The two player ...
7
votes
2answers
500 views

How to synchronize actions like jump in multiplayer?

I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
0
votes
1answer
168 views

Approaching syncing between client and server, in a Tower Defense game

I am currently working on a Multiplayer TD, players can join games, and place towers on a map, so far so good. This is how the game works as of today, when a new game is created, the server ...
2
votes
2answers
978 views

Sync clocks on a real time multiplayer game - Is this ok?

I'm developing a multiplayer game through Gamecenter in unity with prime31 plugin. This is how I sync the clocks of the two players (right now there will only be 2 player in one match), and I wanted ...
7
votes
3answers
935 views

Multiplayer tile based movement synchronization

I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every ...
1
vote
1answer
1k views

Client-Server RTS networking with lockstep and lag

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 ...
6
votes
3answers
790 views

Networking for RTS games with lockstep using UDP

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 ...
3
votes
2answers
808 views

Elegant way to handle packet loss in a lockstep P2P RTS?

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 ...
-2
votes
2answers
180 views

Resources about movement and simulation in multiplayer games [closed]

I am developing a multiplayer game, similar to Castle Crashers. This is the first multiplayer game I do so, before starting to code, I am trying to learn what's the best way to do it. I found some ...
7
votes
1answer
3k views

Network client-server message exchange and clock synchronization help

i'm doing a fast paced physics game that is a table hockey. With two mallets and one puck. The game runs on iphone / ipad and i'm doing the multiplayer part through GameCenter. This is how the ...
7
votes
5answers
1k views

Multiplayer synchronization and pathfinding

I have a point & click type interface on a client, which runs an A* on the server, for path-finding. The game is controlled like an RTS, but the world is persistent, so players should be able to ...