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It really depends on your game, but three considerations you need to keep in mind are: Does the positioning in the inventory have any game-mechanical effect? When it does, you need to handle the inventory positions server-sided. When the player organizes their inventory how they see fit, logs out and back in again, their inventory will be a mess again. You ...


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From my knowledge using the Serializable language feature for realtime game networking thats running at 40+ FPS is very bad. I would send data in a plain binary stream for example Ive got to send the following variable in a class... (String) player name, (Integer) player health, (Integer) player model id, (Integer) player x, (Integer) player y I would ...


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It depends a lot of how your game actually works, but in most games it is not necessary to send all positions of all objects after every frame. In most cases, most of the information will either not change right now or will be changing in very predictable ways (like an object moving in a straight line). It is often a lot more bandwidth-economic to only ...


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It's called NAT punchthrough. Today costs of dedicated servers are so low (and advantages of having it are so much better) almost nobody uses it. When you're behind NAT your router will forward packets from outside to you only if you initiated communication first, so router has mapped that outside IP and random port to your computer. Solution: basically ...


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I'm not aware of this ever being used, and I suspect it's because it has very limited benefit for greatly increased complexity and bandwidth use. It might make an interesting experiment, but it seems impractical. Consider that to support such a scheme, and assuming that most traffic is generated from player actions, you would need to double the downstream ...


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The ball, by pretty much the law of Pong and physics must either be going towards player one, or player two, not both. You could use this to switch interpolation priority between the two players. When the ball is heading towards player one then use player one to synchronise your information, as he is the only one that can affect the outcome of if the ball ...



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