Timeline for How can I synchronize state in my Asteroids game with many networked players?
Current License: CC BY-SA 4.0
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Jul 8, 2018 at 15:16 | comment | added | DMGregory♦ | This is still extremely broad. Can you walk us through a concrete example of the synchronization scenario you're having trouble with? (eg. "Player 1 sends their movement vector to the server, the server validates that movement and updates Player 1's position, and updates the sector Player 1 is in. In the next tick, the server sends Player 1's position to all players in adjacent sectors...") | |
Jul 8, 2018 at 15:13 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
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Jul 3, 2018 at 5:23 | answer | added | Draco18s no longer trusts SE | timeline score: 3 | |
Jul 3, 2018 at 4:48 | comment | added | Lance Pollard | @DMGregory I've narrowed it down to Asteroids, let me know if I can simplify further. Thank you for your help. | |
Jul 3, 2018 at 4:48 | history | edited | Lance Pollard | CC BY-SA 4.0 |
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Jul 3, 2018 at 3:42 | comment | added | DMGregory♦ | "How games do X" rarely has a clear concise answer, since there are many games, using many.different techniques to solve different related problems. You'll often get better, more actionable answers, faster too, by asking "How can my game do X?" together with a detailed description of the context of your game and the particular needs of the feature / constraints of the problem you're solving. | |
Jul 3, 2018 at 2:56 | review | Close votes | |||
Jul 8, 2018 at 15:13 | |||||
Jul 3, 2018 at 2:40 | comment | added | Ferreira da Selva | Possible duplicate of What data to exchange in multiplayer real time games? | |
Jul 3, 2018 at 2:35 | history | edited | Lance Pollard | CC BY-SA 4.0 |
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Jul 3, 2018 at 2:30 | history | asked | Lance Pollard | CC BY-SA 4.0 |