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1

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 ...


1

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 ...


3

There are 2 approaches to that You make clients synchronized - Lock-Step model: Firstly - read this 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond. It's about RTS, but from your description that applies to your game as well. Every client gets a Tick 0 moment (e.g. server sends message to start in MaxLag - ClientLag ms to all ...


7

There are two approaches to this. Lock Step In Lock Step all clients send there data for frame 1 to the server and then wait. The server collects the frame 1 data from all clients and only processes them once all are received. It then sends the result back to all clients and gives the clients the go-ahead to start working on frame two. Note that with frame ...


1

If I understand what you're trying to achieve, you want your two active clients to send key strokes to your server, and you want your server to process them in the right order. If you have to encode a key code and possibly some timestamp to know exactly when the touch was pressed (timing may be important for combos), I guess it should fit in 4 bytes/key (4 ...


3

One reason you might prefer UDP over TCP is to save bandwidth. The drawbacks are pretty clear - if data gets lost on the way neither the sender nor the recipient will notice. In addition the order of packages may change if they take different routes in the network which would result in clients seeing wrong "combos" (e.g. Left-Down-Punch instead of ...



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