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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.

0 votes
0 answers
41 views

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
0 votes
1 answer
144 views

My question relates to content rotation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are ...
Arunabh's user avatar
1 vote
1 answer
105 views

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
0 votes
1 answer
137 views

I want to have some basic Rollback Netcode for a side project. I've been watching some basic conceptual breakdowns and tutorials to get an understanding of how it works. But I can't seem to find a ...
Sad Robot's user avatar
0 votes
0 answers
57 views

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
1 vote
1 answer
434 views

I'm trying to understand the distinction between server reconciliation and rollback networking in games. From what I understand, both involve receiving snapshots from the server and replaying player ...
vicg's user avatar
  • 113
0 votes
2 answers
168 views

As of now, players are synced using: ...
Reincarnated as a worldbuilder's user avatar
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0 answers
85 views

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
0 votes
1 answer
139 views

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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0 votes
1 answer
495 views

I have a peer to peer game where both clients are running their own frame simulation. I'd like to sync the frame ticks so both peers know eachother's frame. But I"m having a bit of issue with ...
Kayla's user avatar
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0 votes
1 answer
435 views

Soon I'll have to start implementing networking for a game. To be able to simulate the game on both client and server and have no deviation, simulations need to be deterministic. But how can any ...
Maxgmer's user avatar
  • 105
0 votes
1 answer
121 views

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
1 vote
2 answers
604 views

I'm working on a 3D web game with client-side prediction, etc. I have implemented interpolation for my entities, but it seems a bit laggy sometimes even on localhost. First I will describe the ...
Pumpudu's user avatar
  • 11
1 vote
1 answer
186 views

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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