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 ...