Networking Synchonization
Ok, I''m currently awaiting a few books I ordered. But I thought I would start a great discussion, and also poll the minds of anyone who''s read some great networking theory books. (I am going to be reading Multiplayer Game Programming)
Firstly, I''ve created some small multiplayer games, but the snychronization process seems to always mess the engine up. So, I''m kinda starting back from square one with this new book, and my experience.
I''m going to be created a realtime stratagy (RTS) game, and no it won''t be the next Warcraft or anything, it''s actually just some triangles and junk, not even pathfinding to start with!
I plan to basically have a command queue for units (my triangles), things like moving and attacking. So when a command comes from a remote player, it adds to the command queue, based on a timestamp (the frame).
This seems to sound like it will work, except how do I handle when it comes *after* that frame has already passed?
Example, let''s say we have 2 players. Both running the game, so the frame is incrementing. Player A moves a unit, at frame 100. Theres a slight delay in receiving it, and Player B gets it at frame 110. That''s 10 frames things could have changed for player B (it could be alot more). So how do I handle this?
Or will these small differenses be nullified as long as everyone gets the events?
December 29, 2003 12:55 PM
"GDC 2001: 1500 Archers on a 28.8: Network Programming in Age of Empires and Beyond"
http://www.gamasutra.com/features/20010322/terrano_pfv.htm
http://www.gamasutra.com/features/20010322/terrano_pfv.htm
Awesome, any other links? My book won''t be here for a while, due to snow.
I can''t ever seem to find a way to find things on Gamasutra.
I can''t ever seem to find a way to find things on Gamasutra.
December 30, 2003 05:33 AM
here''s a good one: http://www.gamasutra.com/features/19990903/lincroft_01.htm
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