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 ...
i want to synchronize the character movement in different clients, while i got an problem here. The script below is attach at the other players' characters, say if you are player A in client A, then ...
Architecture for mixing synchronous and asynchronous program flow to maximize faux real-time yet logical gameplay?
What I am attempting to make is a faux real-time game engine in node.js (taking advantage of the non-blocking I/O). When I say 'faux real-time' what I mean is I want players to interact with the world ...