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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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27 votes
4 answers
11k views

How is load balancing achieved in MMOs?

I believe it's a common requirement of MMOs that processing for a single shard or realm can be done over several servers to ease the load. I'm curious as to how this can be done whilst maintaining a ...
CiscoIPPhone's user avatar
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23 votes
4 answers
25k views

How to keep server-client clocks in-sync for precision networked games like Quake 3?

I'm working on a 2D top-down-shooter and doing my best to copy concepts used in networked games like Quake 3. I have an authoritative server. The server sends snapshots to clients. Snapshots contain ...
Joncom's user avatar
  • 479
22 votes
3 answers
6k views

Low traffic client synchronization with server in MMO

I am implementing MMO where player flies in space on his starship controlling it with arrow keys and cooperate with other players. I want to implement it so that player will be able to dodge his ship ...
Slaus's user avatar
  • 427
17 votes
5 answers
12k views

Synchronization between game logic thread and rendering thread

How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me. From what I understand so far the ...
user782220's user avatar
  • 1,007
16 votes
5 answers
5k views

Networking for Real Time Strategy games

I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic (...
maxov's user avatar
  • 263
14 votes
2 answers
9k views

multiplayer networking with physics

I'm curious how multiplayer networking with physics is implemented in racing games. We have a physical world with multiple fast-moving vehicles controlled by different people. Let's say that vehicles ...
Vitali Kotik's user avatar
12 votes
2 answers
8k views

How to synchronize actions like jump in multiplayer?

I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
Suyash Mohan's user avatar
11 votes
3 answers
14k views

How do I sync multiplayer game state more efficiently than full-state updates?

I've done a little game network coding before, but primarily with TCP for games without real-time needs. I am working on a 2D Java game with networked multiplayer. For learning, I want to do this ...
Haz's user avatar
  • 211
11 votes
3 answers
16k views

Synchronizing clients with a server and with each other

What is the best way for keeping all clients synchronized with a server and with each other? Currently, we have two approaches in mind: When a client sends something to the server, the server ...
Smashery's user avatar
  • 375
11 votes
1 answer
2k views

Parallelism in GPU's rasterization process

Based on this article I understood the base principle inside the Rasterization algorithm: ...
user2377766's user avatar
10 votes
1 answer
5k views

Network client-server message exchange and clock synchronization help

i'm doing a fast paced physics game that is a table hockey. With two mallets and one puck. The game runs on iphone / ipad and i'm doing the multiplayer part through GameCenter. This is how the ...
gmemario's user avatar
  • 669
8 votes
3 answers
1k views

How can I keep two racing players synchronised?

I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform. The two player ...
Zohaib Javed's user avatar
8 votes
3 answers
3k views

Multiplayer tile based movement synchronization

I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every ...
Mars's user avatar
  • 242
8 votes
5 answers
3k views

Multiplayer synchronization and pathfinding

I have a point & click type interface on a client, which runs an A* on the server, for path-finding. The game is controlled like an RTS, but the world is persistent, so players should be able to ...
cloudhead's user avatar
  • 183
7 votes
2 answers
9k views

Purpose of Displaying Loading Screen

Is it necessary for a game developer (on Android, game consoles, online, or desktop) to display the loading screen to cover unfinished rendered game environments and prevent users from thinking that ...
David Dimalanta's user avatar
7 votes
3 answers
1k views

How do I duplicate a Box2d simulation, mid-simulation?

I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same ...
Whyte's user avatar
  • 73
6 votes
2 answers
4k views

How to make footsteps sound sync with animation (FMOD/Wwise/similar)

How do you pros out there implement footstep sounds in so that they're synced with character animation? I have an idea in mind: an FMOD event that has two footstep playback triggers, and a parameter ...
michael.bartnett's user avatar
6 votes
2 answers
3k views

How to sync client and server at the first frame

I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to ...
wheelinlight's user avatar
6 votes
1 answer
522 views

Game Networking Update Packets

So, I've been working on a project for a while which is basically just a little 2D game. The fun/hard part is that I've been trying to make it work as a multiplayer game. Right now, the game is just a ...
Jack's user avatar
  • 63
6 votes
3 answers
2k views

Networking for RTS games with lockstep using UDP

Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
user782220's user avatar
  • 1,007
5 votes
5 answers
7k views

Can I write code from 2 computers at the same time? [closed]

So I know it might not be that related to game dev, but I'm now starting a project with friends and we want to code. Thing is, we are not living close, and when several programmers write different ...
the-friendly-dude's user avatar
5 votes
3 answers
445 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 '...
Jordy's user avatar
  • 161
5 votes
1 answer
1k views

How does an FPS like Overwatch have client time run ahead of the server?

In watching the GDC talk about Overwatch netcode, it mentions that the client is always ahead of the server, that the "current tick" on the server is behind that of the client. From their ...
Nairou's user avatar
  • 594
5 votes
3 answers
2k 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 ...
Mr. Developerdude's user avatar
5 votes
1 answer
516 views

Is there a way to prevent the user from playing the game simultaneously on 2 devices

Our game uses Google Play Services for authentication, multiplayer and cloud saves. We save the users inventory as a cloud save, and as the player partakes in multiplayer matches they might use items ...
Prodigga's user avatar
  • 151
4 votes
2 answers
3k views

Game clock Synchronization in python

I am working on a network game project in python which we want to keep synchronized. I would assume we should use Network Time Protocol to cater for different levels of lag. That being the case, is ...
Smashery's user avatar
  • 375
4 votes
3 answers
1k views

Send regular keyboard samples OR keyboard state changes over network

Building a multi player asteroids game where ships compete with each other. Using UDP. Wanted to minimize traffic sent to server. Which would you do: Send periodic keyboard state samples every from ...
Ciaran's user avatar
  • 401
4 votes
2 answers
3k views

Elegant way to handle packet loss in a lockstep P2P RTS?

What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network? For example, let's say it's tick 1000 and player 1 sends a ...
Nathanael Weiss's user avatar
4 votes
2 answers
2k views

How to synchronize the ball in a network pong game?

I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
Thaars's user avatar
  • 41
4 votes
1 answer
265 views

P2P synchronization: can a player update fields of other players?

I know that synchronization is a huge topic, so I have minimized the problem to this example case. Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how ...
CherryQu's user avatar
  • 151
4 votes
2 answers
1k views

What is transmitted over the network during multiplayer first person shooter games?

In games like Half-Life 2, Team Fortress 2 etc, when you play against other players online, your local game communicates with a game server. If you've built one of these games, what sort of ...
IanT8's user avatar
  • 141
4 votes
1 answer
832 views

XNA: Networking gone totally out of sync

I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and ...
user avatar
3 votes
2 answers
5k views

How do I keep an MMO synchronized?

I'm making a 2D, top down MMO game. ATM I can connect a player to a server and they get the map data from a DB. They can move around and hit some stuff and if they move near a viewport edge, the ...
K..'s user avatar
  • 205
3 votes
2 answers
3k views

Sync clocks on a real time multiplayer game - Is this ok?

I'm developing a multiplayer game through Gamecenter in unity with prime31 plugin. This is how I sync the clocks of the two players (right now there will only be 2 player in one match), and I wanted ...
marcg11's user avatar
  • 425
3 votes
1 answer
446 views

How to sync the actions in a mutiplayer game?

I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. ...
Wheeler's user avatar
  • 33
3 votes
2 answers
336 views

Variable-step update() in game loop is falling behind, how can I get around this?

I'm working on a minimal game engine for my next game. I'm using the delta update method like shown: ...
ThatsGobbles's user avatar
3 votes
1 answer
209 views

How can I standardize ping?

I hear pros playing Fortnite that have 20-50 ping complain that they cannot perform as well as pros with 0 ping due to wall taking, etc. It's easy to think that a 20ms ping difference is negligible ...
Rage's user avatar
  • 131
3 votes
1 answer
972 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 ...
OldBerkay's user avatar
  • 173
3 votes
1 answer
715 views

Is there a pattern for handling multiple game states?

I'm experimenting with writing a multiplayer game, almost from scratch (I'm using C++, OpenGL, ENet, and platform-specific APIs) with a client/server networking model where the server is authoritative....
Quitting Due To Antisemitism's user avatar
3 votes
1 answer
244 views

Multiplayer oriented game engine object (C++)

for a personal project i started making a 2d game engine in C++ that uses sfml. The idea is having base "game object" classes from which a game will inherit. Right now i have: Game_engine class ...
Barnack's user avatar
  • 141
3 votes
2 answers
953 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: ...
Peter Ren's user avatar
  • 103
3 votes
1 answer
2k 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: ...
kozenka's user avatar
  • 163
3 votes
1 answer
2k views

How to sync game tick in peer to peer game?

I am making a 2-player iphone action game using a synchronization service (in this case Firebase). The service allows state syncing through the internet, but I have to execute all game logic on the ...
Sean Clark Hess's user avatar
3 votes
2 answers
1k views

Syncing game states in a multiplayer RTS game

I'm working in a group with 2 friends on our Gr. 12 final project for programming. We're making a multiplayer RTS game. I've been assigned to the networking section of the game, and none of us have ...
Alex's user avatar
  • 153
3 votes
0 answers
2k views

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
  • 705
2 votes
1 answer
2k views

How to solve "server lag" problems that break the game

How do real-time multiplayer games deal with latency problems (or “server lag”)? Imagine an online fighting game where 2 players battle head-to-head in real time. When a player performs an action, ...
clickbait's user avatar
  • 257
2 votes
2 answers
207 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 ...
Z0q's user avatar
  • 155
2 votes
1 answer
2k views

In-Depth Lockstep Explanation

I'm making a multiplayer game built upon a lockstep system and I'd just like a better grasp on the concept. My main question is on how to get every command to simulate at the same time on every client,...
JPtheK9's user avatar
  • 2,031
2 votes
2 answers
5k views

Client-Server RTS networking with lockstep and lag

The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
user782220's user avatar
  • 1,007