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The way I see it there are effectively 2 ways to handle this. every "command" a user intends to issue is stacked up in a local list then sent to the "server" at the end of each turn who then forwards on the lists from other players to ensure the data is replicated to all players. Every time a player issues a command to be added to the list of things for ...


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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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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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To your 3rd question, yes, you could preload the necessary models and just update positions and whenever a new players connects, load the extra info (you could do this asynchronously so as to prevent lag spikes). You could also calculate movement cycles (animations) on the client or on the server and then send the player's current animation 'step' to the ...


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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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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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There are a lot of specifics that make networked gameplay much harder to debug, but in very very general terms it comes down to 2 basic points: Error can arise from a much greater set of potential sources than client-only gameplay. It's hard to insert debug tools into live instances, especially when huge volumes of data are being manipulated. Usually ...


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The built-in Unity networking would be fine for this. Sure, someone has to be a "server", but this doesn't have to mean much at all depending on how you program it. Unity does give you complete freedom on how you distribute the work across the players, and how they're all synchronised. Of course the only problem here is the master server. You do need a ...


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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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