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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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So in my game I'm using a message queue for everything, very similar to an event manager or event queue pattern. I've seen that lots of people use them, and they decouple when the event fires and ...
Andy Isbell's user avatar
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1 answer
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These are features of my game. You can only move by clicking the mouse like LOL. 30~50 players can play at a time. (So the game map will be larger than LOL) No jump Should I use UDP to update client'...
PudgeKim's user avatar
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Imagine a server sending you (the client) game snapshots each 30ms. Your interpolation time is set at around 100ms, so ideally you are interpolating between 4th and 3rd snapshot, so by the time you ...
artemonster's user avatar
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2 answers
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As of now, players are synced using: ...
Reincarnated as a worldbuilder's user avatar
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1 answer
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I have a Node.js game that sends update packets to players every 30ms. The code I currently use works this way: Get the entities within each player's vision. Create a temporary object that stores ...
hmmmm's user avatar
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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
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1 answer
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I'm working on a text-based MUD (Multi-User-Dungeon) in C++, but the most important thing in a MUD is the MU (Multi-User). Is there any easy way to implement these mechanics? I want a player on one ...
Henery Johnson's user avatar
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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
1 vote
1 answer
781 views

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
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I've been following a guide on building a 2D MMORPG, and I ran into a problem when creating a health bar for my players. I get this error message: Could not find hook for 'CurrentHealth', hook name '...
Iyaad Saley's user avatar
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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
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2 votes
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99 views

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
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I am currently working on multiplayer fighting game and my game will have an anim->ragdoll when the player is knocked out and be able to getting up from it. My problem now is ragdoll is making my ...
Mira's user avatar
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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. ...
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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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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
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1 answer
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Let's assume a multiplayer game of two players. These two players have to place six elements at six different positions. The order or exact place does not matter. As the items are placed correctly, ...
Ben's user avatar
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1 vote
1 answer
253 views

What is the proper way of handling synchronization between GUI animations' execution order and the user's dynamic input? More specifically, I would like to know how to enforce some logical ...
Julian Broudy's user avatar
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1 answer
289 views

When writing a game loop from scratch in java for an android game applications, it is very common in many tutorials I have read that the keyword synchronized is used to synchronize update and ...
Alex Bükk's user avatar
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1 answer
256 views

Imagine having a big room (4000w x 4000h) which contains players and items (world objects). The room is spatially partitioned in a 10 x 10 grid for collision detection and changes in the viewport of ...
XverhelstX's user avatar
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1 answer
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I'm creating a small online multiplayer game where I have multiple thin clients and an authoritative server. Both the client and the server have a fixed game loop. Now I have a game entity with the ...
XverhelstX's user avatar
1 vote
1 answer
343 views

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
2 answers
187 views

I am working on a multiplayer open world game where you can equip handhelds and armor pieces. In my architecture, there are clients and an authoritative server. Every equipable item is crafted by a ...
Alakanu's user avatar
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1 answer
357 views

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 ...
Ion's user avatar
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