Timeline for How to sync game tick in peer to peer game?
Current License: CC BY-SA 3.0
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Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
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May 29, 2013 at 0:14 | comment | added | John McDonald | You can start tick 0 on both phones at nearly the same real-time, and that's all anyone can do. In the linked answer, I explain how to sync clocks, and above I try to explain why it's the best that can be done. As you said, once the clocks are nearly the same, you should send the current tick with each action to other side. This article may be a bit confusing, but it describes how the source engine does networking (after clocks are synced). I'm happy to talk at length in chat | |
May 28, 2013 at 22:18 | comment | added | Sean Clark Hess | Hmm, I totally that averageRTT is useful for most algorithms, but imagine that instead I could magically start tick 0 on both phones at exactly the same time. Then it wouldn't matter that packet time varies, because I could include the tick with the packet, and rewind the simulation no matter when it arrives. Make sense? It seems like either you didn't quite understand what I was going for, or there's something fundamental I'm not understanding about networking :) | |
May 28, 2013 at 19:37 | history | answered | John McDonald | CC BY-SA 3.0 |