Sports Game network model
Hi! I red the networking faq and have some questions. I'm making a prototype for a sportsgame, meant to be played 1vs1 over network. Its an made-up sport, a crossover between basketbaal and rugby. I.e violent basketball ;) Its supposed to be a bit fast-paced. My problem is how do i ensure that both clients have the same version of the gamestate at a given time. There are two clients and a server. I see two alternatives: 1) the RTS-way, where everything is frame-synced, and the only data sent is user-input. The game-state is replicated from the user input data at each client. Nothing is done until a package for a certain frame has been recieved. (means slow respones time) - casues the game to freeze when there is lag. + the game-state is guaranteed to be identical at all times 2) the FPS-way, using client side prediction. - causes snapping when there is lag. I.e player positions snapps from one position to another when a clients perception of the gamestate differs from the server's. Are there any more alternatives? Im not sure which one to use. Is it acceptable with freezing in a sports game, like the rts way? The fps-way seems to introduce unacceptable senarios. Snapping of the ball cant be allowed. It can lead to strange results, i.e goal/no-goal situations. Any thoughts ? /Thanks, T
//TechnoCore
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