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

Posted on 2007-11-21
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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.?
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Question by:becoolnike
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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
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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.


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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.

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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
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by:Computer101
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Forced accept.

Computer101
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