Solved

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

Posted on 2007-11-21
6
342 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
Comment Utility
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
Comment Utility
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
Comment Utility
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
Comment Utility
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
Comment Utility
Forced accept.

Computer101
EE Admin
0

Featured Post

How to improve team productivity

Quip adds documents, spreadsheets, and tasklists to your Slack experience
- Elevate ideas to Quip docs
- Share Quip docs in Slack
- Get notified of changes to your docs
- Available on iOS/Android/Desktop/Web
- Online/Offline

Join & Write a Comment

Artificial Intelligence comes in many forms, and for game developers, Path-Finding is an important ability for making an NPC (Non-Playable Character) maneuver through terrain.  A* is a particularly easy way to approach it.  I’ll start with the algor…
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…
Illustrator's Shape Builder tool will let you combine shapes visually and interactively. This video shows the Mac version, but the tool works the same way in Windows. To follow along with this video, you can draw your own shapes or download the file…
This video explains how to create simple products associated to Magento configurable product and offers fast way of their generation with Store Manager for Magento tool.

772 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

Need Help in Real-Time?

Connect with top rated Experts

11 Experts available now in Live!

Get 1:1 Help Now