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Dec 6, 2013 at 17:36 comment added Engineer @spaceOwl These days, some client is typically going to be authorative. You may want to take a decision on who that will be (perhaps the player who started the game, or the one with the best connection speed). Alternatively, consider the Age of Empires approach : run clients in P2P lockstep with some prediction. IMO, not so good for real-time performance, but it can be made to work.
Dec 6, 2013 at 17:18 comment added spaceOwl In my implementation there's no "server"
Dec 6, 2013 at 12:40 history edited Engineer CC BY-SA 3.0
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Dec 6, 2013 at 12:34 history answered Engineer CC BY-SA 3.0