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Requiring an always-on connection to a remote server and handling all mechanics on that server is not really justifiable for a single-player game. But what you could do instead is add a replay-feature for your game. Have the game log all player input to a file. Then add a mode where the game plays itself automatically by using the log of a previous game as ...


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If you want to prevent cheating then the client could be treated as a dummy terminal displaying state and accepting input. The problem with this is that you have offloaded ALL of the work to your server. As the number of people increases on the server so to will the computational load. Correcting this problem can be solved in a number of ways such as ...


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First, nothing is ever saved instantly in an MMO and there is always a delay specifically to keep the database running smoothly. For casual transactions the common delay seems to be 5-30 seconds, not minutes. Certain events like logging out or transitioning between world spaces will force a fast update. If you watch carefully you'll hear of occasional ...


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There are for sure more that one way to achieve this. I am not familiar with smartfox server's setup to help you on that regard & there is no point on writing about all the possible routes you could take since this topic may result in a huge discussion. No matter what way of networking setup you do you should have to 'simulate' that destruction on the ...


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On the most basic level, if your destruction algorithm is deterministic then the server can notify each client and the result should be the same. The more complicated manner is that this system is notify independent of your other systems. It will probably be best for you to handle destruction in the same way. E.g., if you are calculating ...


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I am guessing that in your case, clients are sending all their shots to the server, and the server is broadcasting them back to clients. Basically, your clients should simulate the physics (animations and sounds as well) based on objective information coming from the server. This data can be differently structured: One approach is sending data about who ...


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You probably do want to communicate to this information to the client so that they are able to view it. You can treat the client as a dummy terminal though with sparkly representation and have a "neutral" server as the authority. Lets consider League of Legends in this context. At the beginning of the game, each client connects to Riots servers. Every ...


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I wouldn't store them on clients, or even ship that information with game. If security is your main concern, fetch all informations required at the beginning of the game (from a database), store them temporarily, and delete them after the game session ends. You can also cross-check local data with database during gameplay if you want an extra layer of ...



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