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Without knowing more about the exact game you're writing, and how you're writing it, it is very difficult to say generic solutions to your problem. However, you may want to consider this decision you're taking of leaving the networking code to the end, depending on how crucial networking is for your game. What I mean is that, if you're writing a network ...


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I'm in a similar situation, but I'm trying to do a networked simulation more than a game; but I think that my approach may help your design process. My approach is along the line of your comment on IPC (inter-process communication). First, as background I am studying the book "Networked Graphics" by Steed and Oliveira. This provides a good background on ...


1

Most games are interesting if you can play them with friends. Start simple, go complex. You can make the simplest possible game, and test if your friends like it. I bet they will give you more suggestions. KISS principle: keep is simple, stupid (check TeeWorlds for an example). It is much harder to make simple (to play) games, rather than complex and ...


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Input prediction generally works as following: Client sends commands to Server AND runs the same code as the Server to predict its actions. Client stores a number of timestamped commands. Now in the same step: Client receives new state from server. Client (knows its latency) rolls back in time for [latency] seconds (undo commands relative to [latency] ...


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If you're learning about all this stuff, why not write a simple single-player Version 1, and once that's working, with your deeper knowledge, rethink the whole thing in-depth for Version 2 that will be multi-player?



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