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A process of maintaining similar game state across players and/or servers, thus giving all players same info about current sutuation on playfield.

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0answers
10 views

Unity working with Async and Await in Firebase

I'm implementing a little game with Unity which use firebase services. I had a little problem with Firebase RealtimeDataBase. I have a method "UpdateScoreAsync", this method publish the new player's ...
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1answer
19 views

Sync a file across multiple devices

How can a file be synced across multiple devices? I am able to store the data locally using binary serialization, but the user should have the ability to access it on any device at any time. Is this ...
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1answer
59 views

The state that is synced when a window is broken in a FPS game

In order to better understand how state syncing works in games, I wanted to pose a specific example. Say you are in a FPS game with multiple players and someone breaks a window in some building. ...
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0answers
54 views

Spawn network objects in generated map

In my game, the server generates a procedural map, after send generation seed to generate it on the client. The client generates exactly the same map. In the map, I need to synchronize objects with ...
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1answer
54 views

How can I synchronize state in my Asteroids game with many networked players?

Wondering how state synchronization works in games with lots of players like MMOs. It seems like a hard problem to solve and I am not aware if there are standard solutions. Specifically, synchronizing ...
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0answers
22 views

Networked physic + quadtree

I have some problem with understanding how to use quadtree to divide physic world (p2.js engine btw.) and synchronize this world with clients. Here are some informations about my game: Host & ...
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0answers
22 views

Sharing data between scaled game servers

I have a multiplayer game with a single huge map. The map is divided into areas. Each area is 50x50 piece of the map. All players can move between each of the areas. There are hundreds of said areas. ...
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0answers
57 views

How to reduce server traffic for 100+ multiplayers game?

I'm working on fast-paced multiplayer game which has 100+ players in single session. To sync entire game state to each player, server should send massive data if I did not any compression: ...
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0answers
15 views

Syncing animations across different objects

In my game I have the player object which is made up of separate objects to allow for part swapping. Each general part has it's own animator and the overal object has an animator. Let me explain, the ...
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vote
2answers
74 views

How can I handle sharing storage units in multiplayer?

I have recently come across a certain problem in programming my MMORPG: the synchronization of shared storage units. With shared storage unit I intend something like a "chest" that can be accessed ...
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0answers
98 views

Real-time MMO: how should authoritative server update client position

I'm trying to build a real-time MMO game. I'm using Phaser for FE and Node.js + socket.io for BE. I have read all the tutorials like http://www.gabrielgambetta.com/client-side-prediction-server-...
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0answers
47 views

Data synchronization between master and slave servers

I am looking for a way to synchronize data between master data server (connected to a database) and slave game servers. The master server should make a decisions about which data should be ...
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0answers
125 views

How to properly separate render thread from logic thread?

I am not asking about parallelization of physics and so on stuff with parallel_for() like stuff. I've managed to have separate rendering thread from logic thread, ...
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0answers
52 views

Netplay - syncing world simulations. Proposal

My question is about synchronizing two world simulations. Lets say we have world where time unit is "step" How can be sure that each step tick happens in about same time in each of two users? Or ...
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0answers
15 views

How to have server and clients agree on new object IDs with client-side prediction and mutlthreaded updates

What I need is to be able to create objects/components and assign them unique IDs in both the server and clients, at the same time (so, client-side prediction), and given that objects are created on ...
0
votes
2answers
147 views

Multiplayer Game - Node.js syncing other players' position

I'm creating a multiplayer platformer game with 4 players in multiple rooms. I've read a lot of articles and researched about client prediction and lag compensations. I think I can somehow manage to ...
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0answers
12 views

Help server correct many object positions efficiently and smoothly

In my game the positions of 3d objects on clients must be regularly corrected by the server. This is achieved by sending corrections which are mostly relative, and sometimes absolute. Relative ...
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vote
1answer
183 views

Do you really have to sync Physics over the network?

Let's say you want to create a 2D game where a character can shoot a bullet. You have the same code running on the Client and Server (JavaScript so it's exactly the same code). If the client and the ...
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0answers
187 views

Help needed, following Unity multiplayer Health-Bar tutorial. Only working on Server Host instance of the game

was really hoping someone can be good enough to look over my code, I've been trying to fix it for several days. I followed the Unity tutorial which is fairly basic but the bit that confuses me (and ...
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0answers
113 views

AI Agent realistic leap to a player in a MMO

In the last month I have been struggling with an issue, movement synchronization of a leap of an AI agent in a MMO. I know some theory and basic movement was not a problem with interpolation and stuff,...
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0answers
172 views

[SyncVar]s in Unity with client authority

I'm making an networked RTS in Unity, and I have a problem with syncing a boolean on a non-player object. I create the object (which is a boat) using ...
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vote
2answers
2k views

Unity - Manually sync location of players from server to client

I am new to Unity networking. I've set up my scene with NetworkManager and the Player prefab having NetworkIdentity. I originally had my players set up to sync with a NetworkTransform. This worked, ...
0
votes
1answer
156 views

MMO Player Position Update [duplicate]

I have been looking at the development of MMO games for a while and have got stuck up on one thing. Player Movement. If we have an area with 10 players, each player needs to be able to see the ...
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0answers
149 views

How can I instantiate and sync a LineRenderer in multiplayer network?

I am trying to make a laser that will be visible to all clients in a multiplayer networked game on Unity. I've tried using a Command Attribute but that hasn't worked. I also found some ideas to use ...
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0answers
350 views

Do I need to make network game fully deterministic to achieve a non-exploitable MOBA/RTS?

First of all - I know some networking concepts and I coded couple games with GDX/Kryonet/...
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votes
1answer
412 views

Socketio, nodejs. syncing movement with rigidbodies over the network - unity

I am building a 2d top-down mmo. very lightweight. I have a master client that determines everythings position, and actions and send this information to all other clients. Now I have made a great ...
6
votes
1answer
185 views

Parallelism in GPU's rasterization process

Based on this article I understood the base principle inside the Rasterization algorithm: ...
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vote
1answer
143 views

Should I sync animations from the server to the client or let the client play its own animations?

For example, if the user presses the "Fire" button which leads to the player character doing some kind of animation, should the client evaluate itself if it can play the animation or wait for a ...
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vote
2answers
21 views

What is a good idea for an offline synchronization mechanism?

I am building a game. I am trying to synchronize two devices so that they can start the game at the same time. The mechanism that I've thought about is that I would use the phones' time and set the ...
3
votes
2answers
355 views

What to replicate in a PvP online action game?

We're developing a 2D PvP online action game. You can think of it like Super Smash Bros. We have a function call tree for characters like below: ...
6
votes
3answers
392 views

Synchronizing over UDP

I have two apps communicating over UDP. One of the apps is a remote control and the other is a robot. When the robot has some new data, for example a new sensor ...
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vote
0answers
50 views

Unity: Editor Window not Syncing

I have four scripts: Engine has a list of MovementWaypoints. EngineEditor simply displays a ...
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votes
1answer
623 views

How to sync a LineRenderer in a multiplayer game?

After a lot of searching online, I have come here as a last resort for my problem. The question says it all. How to sync a LineRenderer? One answer I found was to use a ClientRpc. I tried it with no ...
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vote
2answers
178 views

Get different result on different devices (same resolution) after setVelocity

I'm dying with physics , i've tried to use setVelocity however i got slightly different value from different devices. I've tested on iPhone 5 (on simulator) and ...
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vote
1answer
111 views

How to prevent clients from stuttering while keeping the game in sync in multiplayer Pong?

I wrote Pong in multiplayer. The clients all run their own game, but I have an authoritative server which enforces its ball position onto the clients. The game is in sync and playable, however, there ...
2
votes
2answers
147 views

How to confirm an actor location in a realtime multiplayer game at the exact same time on two devices?

I am trying to figure out how to make a game like Pong in multiplayer. I have two devices that run the same simulation. Now I want to make sure that each of them start at the exact same time and send ...
5
votes
3answers
206 views

Calculate resources real-time. Sockets or not?

I'm currenly developing a game in Javascript. It's a Single Page Application so every change should be pulled from the server without page refresh. I'm currently wondering how I should handle the '...
0
votes
1answer
287 views

Syncing Sprites themselves over a Network

Ok, just found out I can't use [SyncVar] for a sprite gameobject. Furthermore that, [SyncVar] works only on simple values. My question is How would I go about syncing a Sprite over a network? To ...
3
votes
1answer
1k views

Unity 5 Syncvar not working

I have a cube in my scene. I want to change its color and I wanna server and all players to see it in this color. I have attached script on the cube: ...
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vote
2answers
128 views

UDP sending important data often - Should I use a reliable send or unreliable with resend?

I'm making a multiplayer RPG. My problem is that I send player data very often (100 ms), that contains: Position (float x, y, z) Radius (float angle) Animation (int16_t id) And because the package ...
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votes
1answer
2k views

How to sync animations of 2 different characters in Unity 3D?

I am working on an endless running 3d game. I have 2 characters. One of them is a small kid and another one is a security guard. Both characters and animations are exported as separate FBXs. The ...
0
votes
1answer
517 views

Android: Synchronizing timers across multiple devices

Im writing a turn-based multiplayer game that implements a chess timer. When the current players turn starts, all devices start timing for the current player, however, as his turn proceeds, the timers ...
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0answers
77 views

Extrapolation - synchronize destination point on a second device while moving

First of all, I read all of the Valve and Gaffer articles but I still have no clue, how to achieve my goal. I am creating a UDP multiplayer game with a lot of physics (knockbacks, attacks). Packets ...
2
votes
1answer
883 views

Unity 5.x Network Synchronization Concepts

Bear with me, It will be long read^^ I am working on the new Unity Networking system. I was using Photon and old (legacy) unity network API's before. But as it seems there are some good benefits of ...
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vote
2answers
492 views

Syncing items between server and client

I'm doing this game of mine, and I want to add the items to it. I'm already familiar with the basic concept of syncing data between server and client, Usually using sync state, that's what i've done ...
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vote
0answers
57 views

How to synchronize events to clients?

I need to keep the client updated on data that's rarely changed (like health) or when an event occurs (like when a player is attacked and should have "-10 hp" above him). Those 2 specific part should ...
2
votes
1answer
318 views

Client and server loops don't match up

I'm trying to build a small networked game using WebGL and NodeJS. I have a basic client and server setup and I'm at the point where I'm trying to implement dead reckoning to simulate what happens on ...
1
vote
2answers
181 views

2d mmo open world connection and reconnection

I am trying to create an 2d html5 open word (the sprite does not have any fancy flare, just shapes around) with only maximum of 10 player at once. My question is how to create a seamless join for new ...
2
votes
0answers
73 views

How to detect when client state drifts from server state?

I'm obviously talking about an authoritative server to which client sends commands and gets state updates. My question is when I get a position update and know how many milliseconds ago it was ...
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vote
2answers
485 views

Game networking, limiting amount of movement packets

I have been developing a server/client model for a game project I am working on. Everything works great, client side prediction works, server reconciliation works. Basically, the character can move ...