A process of maintaining similar game state across players and/or servers, thus giving all players same info about current sutuation on playfield.

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4
votes
3answers
649 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
187 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 ...
8
votes
1answer
4k 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 ...
3
votes
2answers
305 views

Variable-step update() in game loop is falling behind, how can I get around this?

I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: void update(double delta) { // Update code that uses `delta` goes here } I have a deep ...
19
votes
3answers
3k views

Low traffic client synchronization with server in MMO

I am implementing MMO where player flies in space on his starship controlling it with arrow keys and cooperate with other players. I want to implement it so that player will be able to dodge his ship ...
6
votes
2answers
2k views

How to make footsteps sound sync with animation (FMOD/Wwise/similar)

How do you pros out there implement footstep sounds in so that they're synced with character animation? I have an idea in mind: an FMOD event that has two footstep playback triggers, and a parameter ...
24
votes
4answers
5k views

How is load balancing achieved in MMOs?

I believe it's a common requirement of MMOs that processing for a single shard or realm can be done over several servers to ease the load. I'm curious as to how this can be done whilst maintaining a ...
4
votes
2answers
1k 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 ...
6
votes
3answers
5k views

Synchronizing clients with a server and with each other

What is the best way for keeping all clients synchronized with a server and with each other? Currently, we have two approaches in mind: When a client sends something to the server, the server ...