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Questions tagged [synchronization]

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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How to sync entities in an ECS game?

I'm wondering how to engineer a client server sync of entities in a multiplayer game which is using an ECS. When the server changes some values of the components of an entity, I thought the best ...
EchtFettigerKeks's user avatar
3 votes
0 answers
137 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,...
Alakanu's user avatar
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2 votes
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Synch clocks between client and server in Java

We're developing a simple boggle game in Java for a college project (purely academic purposes, so we're trying to keep it simple). Our application is composed by a client portion and a server portion. ...
IfLoveWasBornToDie92's user avatar
2 votes
0 answers
41 views

Electing a host with WEBRTC

This is similar to Host Migration (P2P) with RTMFP and AS3 I have a webRTC chat room, initially used Twilio and switching to skyway, the situation is that I have a bunch of peers with data broadcast ...
exrhizo's user avatar
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2 votes
0 answers
477 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, ...
xakepp35's user avatar
  • 191
2 votes
0 answers
87 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 ...
zoran404's user avatar
  • 494
1 vote
0 answers
52 views

How to control only own animations while still seeing animations of remote players

I tried using : ...
Cei's user avatar
  • 863
1 vote
1 answer
72 views

Multiplayer bullet trails

The problem is as follows: A receives the position of B as 40,40. Now, obviously this position is already out of date. On Bs screen B is of course already at 50, 40. Now A shoots at an angle from 15,0 ...
mroman's user avatar
  • 111
1 vote
0 answers
51 views

Achieving smooth movement curves & correct collision detection with a google app realtime multiplayer game server

I'm an hobbist game developer. I'm trying to make a clone of a game like this: http://superhex.io/ to experiment with multiplayer online. First of all I'm not sure if there is a better way to ...
Emanuele Paolini's user avatar
1 vote
1 answer
302 views

NodeJS client gameloop running slightly faster than server gameloop

So I'm working on a real time multiplayer game in NodeJs (Client and Server). Both loops handle the same "physics" (movement at a constant rate) and both are running at 40hz or 40 times per second. I ...
DanteVentura's user avatar
1 vote
0 answers
180 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 ...
Minebot's user avatar
  • 111
1 vote
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455 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-...
dontHaveName's user avatar
1 vote
0 answers
121 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 ...
Epsiloncool's user avatar
1 vote
0 answers
454 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 ...
Big T Larrity's user avatar
1 vote
0 answers
394 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 ...
elaid's user avatar
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1 vote
0 answers
330 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 ...
InNeed's user avatar
  • 11
1 vote
0 answers
99 views

Unity: Editor Window not Syncing

I have four scripts: Engine has a list of MovementWaypoints. EngineEditor simply displays a ...
Tiffany's user avatar
  • 11
1 vote
0 answers
115 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 ...
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1 vote
0 answers
62 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 ...
zoran404's user avatar
  • 494
1 vote
1 answer
646 views

Network mechanism for an RTS multiplayer game

I'm writing a real time strategy game in Rust. In this game each player controls one of two armies facing off on a battle zone. To better understand the gameplay, my project is an open source version ...
bux's user avatar
  • 147
0 votes
0 answers
31 views

Splitting world data between multiple threads in C++

I'm currently working on world management system for my multi-threaded game engine in C++. The problem I'm facing right now is synchronizing world data between main and render thread. The current ...
xarxarx's user avatar
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69 views

How to synchronize pausing and unpausing game using Photon Unity Networking (PUN)

I need some help figuring out how to synch pausing and unpausing the game to other players. I have a UI button where players can pause using the code I have posted below. Pausing works fine with all ...
Ryan Cat's user avatar
0 votes
1 answer
60 views

Synchronizing in-game clock vs real world clocks across servers started at different times

Regardless if you know how Roblox works or if you know Lua syntax, I just need an algorithm/equation here. Currently, at the start of each server, I reference the seconds of a centralized clock since ...
Brycki's user avatar
  • 1
0 votes
0 answers
305 views

Latency handling methods in a fast-paced multiplayer game with moving objects

I am working on a real-time multiplayer soccer game. Currently, on my game, I created an architecture like that: Every client has a copy of the game state, also the server has it too. Clients send ...
Mustafa Akdeniz's user avatar
0 votes
0 answers
34 views

Delayed rendering of object sprite

I'm trying to replicate an odd feature of an 2.5D online Fighting Game named Grand Chase - that I believe it's is made to hide the latency between players. However, I do not know what exactly is this ...
Luiz Henrique's user avatar
0 votes
0 answers
36 views

Sync issues with replaying movement

I am creating a networked game and having issues with keeping positions synced between multiple clients. Essentially what I have happening is one client's movement to replaying on another routed ...
Charlie's user avatar
  • 101
0 votes
0 answers
295 views

Client/Server state synchronization for RTS

How can I perform state synchronization using client/server networking in an RTS similar to Starcraft 2 and Planetary Annihilation? I'm assuming the server has to do some sort of rewinding time to ...
Nairou's user avatar
  • 594
0 votes
0 answers
144 views

Synchronizing clients

I have a server-client setup where each client has a number of screens attached, and the screens together form the display. As such, the visuals displayed by each client needs to be roughly in sync. ...
user avatar
0 votes
0 answers
448 views

How can I build an authoritative server to handle players actions taking into consideration scalability of solution

I've started with Unity3D to develop a multiplayer game similar to world of tanks, it's using authoritative server and I was able to sync movements between several clients. I'm using c# and on the ...
Floji's user avatar
  • 101
0 votes
0 answers
125 views

Eager or lazy loading synchronization

Imagine joining a room with 100 (moving) players and a lot of items and being assigned a random position in the room (read: agar.io). At the moment I'm eager loading the other players and items and ...
XverhelstX's user avatar
0 votes
0 answers
576 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: ...
Kichang Kim's user avatar
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1k 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/...
Jacob's user avatar
  • 2,552
0 votes
2 answers
2k views

Syncing & smoothing movement with rigidbodies with Socket.io

I am building a 2D top-down MMO that's very lightweight. I have a master client that determines everything's position and actions, and sends this information to all other clients. Now I have made a ...
Svp's user avatar
  • 43
0 votes
0 answers
171 views

synchronizing character movement in different clients

i want to synchronize the character movement in different clients, while i got an problem here. The script below is attach at the other players' characters, say if you are player A in client A, then ...
brian661's user avatar
  • 201