Solved

What is the best way to design a multiplayer game syncronization for 2 to 4 players?

Posted on 2007-11-21
6
353 Views
Last Modified: 2010-04-07
What is the best way to design a multiplayer game syncronization for 2 to 4 players?

I am develoving a 2d game, and i  need to developed the multyplayer system and i dont have idea tabout how to create the game syncronization for 2-4 players.

what is the best method to create a server-clients syncronization system?

any help with describinb the steps with only using winsockets.?
0
Comment
Question by:becoolnike
  • 2
  • 2
6 Comments
 
LVL 11

Expert Comment

by:jgordos
ID: 20361912
You don't really give any background.

Do you know how these four players will play the game?

Is it a fat client? Browser based?  Network?  Internet?

Do you know how to send and receive messages over the internet? Over the LAN?

Is it real-time?  Is it turn based?  

These things all matter.

-john
0
 

Author Comment

by:becoolnike
ID: 20365468
I have tcp and udp knowloge. i have coded app using winsocks.
it is a fat client.
it is over lan.
it is a 2d fighting game.
it is real time but all happens in the same screee.

i dont have expericence about syncronization events.


0
 

Author Comment

by:becoolnike
ID: 20365539
I was thinking a system where the server proccess all the events and physics and onlly send all the screen modications to the clients. the clients will only send the input data and recieve the screen updates but they wont procece any physics or events.

But i dont know if this is the best method.

0
 
LVL 11

Accepted Solution

by:
jgordos earned 500 total points
ID: 20367363
that's about your only choice, really.

and, when you ask about sync, the really important part is that you have only one source of key information, such as the score, or the health of each player.

That information can be sent out periodically, on a heartbeat.

And, if you're keying the animation so it plays "right" between the two players, then you need to include a few timers... time for animation, time for the "fight clock", time since you last heard from each client... etc.

But yes, you're thinking the right way.

If you're on a lan, just use UDP .. it's faster, and if you do miss a packet for some reason, you'll just pick it up again on the next heartbeat.

-j
0
 
LVL 1

Expert Comment

by:Computer101
ID: 20658033
Forced accept.

Computer101
EE Admin
0

Featured Post

Active Directory Webinar

We all know we need to protect and secure our privileges, but where to start? Join Experts Exchange and ManageEngine on Tuesday, April 11, 2017 10:00 AM PDT to learn how to track and secure privileged users in Active Directory.

Question has a verified solution.

If you are experiencing a similar issue, please ask a related question

Recently, in one of the tech-blogs I usually read, I saw a post about the best-selling video games through history. The first place in the list is for the classic, extremely addictive Tetris. Well, a long time ago, in a galaxy far far away, I was…
Performance in games development is paramount: every microsecond counts to be able to do everything in less than 33ms (aiming at 16ms). C# foreach statement is one of the worst performance killers, and here I explain why.
Finds all prime numbers in a range requested and places them in a public primes() array. I've demostrated a template size of 30 (2 * 3 * 5) but larger templates can be built such 210  (2 * 3 * 5 * 7) or 2310  (2 * 3 * 5 * 7 * 11). The larger templa…
In a recent question (https://www.experts-exchange.com/questions/29004105/Run-AutoHotkey-script-directly-from-Notepad.html) here at Experts Exchange, a member asked how to run an AutoHotkey script (.AHK) directly from Notepad++ (aka NPP). This video…

829 members asked questions and received personalized solutions in the past 7 days.

Join the community of 500,000 technology professionals and ask your questions.

Join & Ask a Question