Timeline for Synchronizing players and game objects in a server/client multiplyer game
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 18, 2016 at 10:55 | comment | added | Devester | @immibis thanks....that would actually make the things way easier, looks like unity3d can headless Linux servers as well | |
| Jan 18, 2016 at 3:47 | comment | added | Stack Exchange Broke The Law | If you want to simulate physics on the server, the simplest way to do that is often to have the same physics code on the client and server. In the case of Unity3D that probably means running Unity3D on the server. | |
| Jan 18, 2016 at 0:01 | vote | accept | Devester | ||
| Jan 17, 2016 at 19:10 | answer | added | tkausl | timeline score: 2 | |
| Jan 17, 2016 at 17:59 | history | edited | Devester | CC BY-SA 3.0 | added 138 characters in body |
| Jan 17, 2016 at 17:57 | comment | added | Devester | Good point...actually just the multiplayer concept is similar, the game itself + physics will be completely different...the players will also interact with each other...thanks and I'll update my question. | |
| Jan 17, 2016 at 17:45 | comment | added | DMGregory♦ | The example of flapmmo is an interesting one, because it doesn't need synchronization in the normal sense - no two players actually impact the other's gameplay, so latency isn't really a concern, and the possible trajectories are extremely constrained. So, this raises an important question - "how close is your game to flapmmo?" - if it's very similar, you might be able to use much simpler techniques than are usually required for multiplayer physics games in the general case. | |
| Jan 17, 2016 at 17:36 | review | First posts | |||
| Jan 17, 2016 at 18:30 | |||||
| Jan 17, 2016 at 17:34 | history | asked | Devester | CC BY-SA 3.0 |