Tagged Questions
0
votes
0answers
55 views
Syncing entities in a totally shared multiplayer environment
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 ...
1
vote
1answer
51 views
synchronizing view state between nodes in a rendering cluster
I'm building a display wall demo application.
The environment:
N machines, each driving up to six displays
Wired gigabit switch
OpenTK application to draw the pretty pictures, running 1 copy on ...
3
votes
2answers
201 views
Syncing game states in a multiplayer RTS game
I'm working in a group with 2 friends on our Gr. 12 final project for programming. We're making a multiplayer RTS game. I've been assigned to the networking section of the game, and none of us have ...
3
votes
1answer
230 views
How to sync the actions in a mutiplayer game?
I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. ...
6
votes
2answers
356 views
multiplayer networking with physics
I'm curious how multiplayer networking with physics is implemented in racing games.
We have a physical world with multiple fast-moving vehicles controlled by different people.
Let's say that vehicles ...
3
votes
1answer
162 views
P2P synchronization: can a player update fields of other players?
I know that synchronization is a huge topic, so I have minimized the problem to this example case.
Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how ...
7
votes
3answers
532 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
920 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
490 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
729 views
How do I keep an MMO synchronized?
I'm making a 2D, top down MMO game. ATM I can connect a player to a server and they get the map data from a DB. They can move around and hit some stuff and if they move near a viewport edge, the ...
4
votes
1answer
568 views
XNA: Networking gone totally out of sync
I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem.
I started by adapting my game to the msdn xna network tutorial and ...
3
votes
3answers
317 views
Send regular keyboard samples OR keyboard state changes over network
Building a multi player asteroids game where ships compete with each other. Using UDP.
Wanted to minimize traffic sent to server. Which would you do:
Send periodic keyboard state samples every from ...
-2
votes
2answers
163 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 ...
5
votes
1answer
2k 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 ...
3
votes
2answers
817 views
Game clock Synchronization in python
I am working on a network game project in python which we want to keep synchronized. I would assume we should use Network Time Protocol to cater for different levels of lag.
That being the case, is ...
