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Game states can be synchronised by sending "deltas"—messages that describe how to get from one game state to the next, rather than sending the whole state. You seem to have figured out that this is possible. To get you started on the right path of thinking, here's a more concrete (but naïve) way that could be implemented: In server code, store a boolean ...


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Crashing? Does not make sense. You can send a lot of data nowadays. There is no reason using a lot of bandwidth would crash a properly implemented client. If it is literally crashing, you may need to debug some more. What to send: You don't need to send everything. Remember the client program is only used (normally): To accept input from the user, parse ...


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you should try to minimize the amount of data you're sending - only send what is needed. Like ratchet freak said, for movement you could only send the direction if it updates. health also only on update. could you post a "log" of all things you're sending each time? We could then better help you to reduce it size.


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NPC on a path only need to be sends periodically. However instead of only the position you also send the speed and direction the NPC is going. That you only need to send the data a few times a second and the client can extrapolate the current position of the NPC. Health should only be sent when it updates and once every few seconds as a sanity update.


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what is the basic concept behind online games? To connect players to other players for the purpose of entertainment. What you're really asking ... How should I go about building the networking side of my game as depicted in the image? The answer to that is going to depend on the technology you use, for example in unity it might be as simple as putting a ...



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