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Depending on how you require players to communicate with each other there are several solutions. Firstly, if you require that the communication goes through a centralised server there is the Photon Unity Networking SaaS (https://www.exitgames.com/PUN) which integrates with Unity and provides a lot of features and capacities at different pricing tiers. The ...


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Latency, the #1 enemy of networked games. So, your problem is, that you don't know if packet loss happened or packet is late and thus you might receive packet, that should be discarded. You have to timestamp your packets or use incrementing id that is sent with packet, that helps you to identify packets that should not be cared anymore. If you use id for ...


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Not sure how those games solved it. But I just read the write up of how Dungeon Siege solved this for multiplayer was to keep things in their local region space and for each frame, turn things to a local space based off one region. Therefore you don't have a single numerical space for the whole game. You should take to time to read the write up. Super ...


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If your physics are deterministic, could you not broadcast a ball-bounce event, giving a position of the ball and similar statistics, and a step count? Whilst the ball is in the air the server shouldn't need to keep sending its position, again, if you are using a deterministic model.


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There are a few better ways to get players to share ammo, however your your example mechanisms wouldn't work that well, example 1 has the weakness of not really giving any reason towards player B has no reason the disperse ammo and therefor might not decide to share him ammo at all, example 2 can either be used for some really annoying grieving and could ...



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