Timeline for How to structure a simple game server for a multiplayer game?
Current License: CC BY-SA 2.5
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 23, 2011 at 13:03 | comment | added | o0'. | Finding the best path is no problem if done on the client, as long as once he has found it sends the solution to the server, which — as with all movement — checks if it is correct. | |
| Sep 23, 2011 at 13:03 | comment | added | o0'. | @Bart: partly true, but of course there should be a cap on how much lag you artificially introduce, or slower connections could constantly force quicker connections to lag too much, which is definitely now what you want. | |
| Sep 3, 2010 at 9:41 | comment | added | Bart van Heukelom | Oh, and you can easily solve #2 by introducing artifical lag that's equal to the average of the other players' lag. Well, if you can call "making it bad for everybody" a solution, that is. | |
| Jul 28, 2010 at 20:09 | comment | added | Bart van Heukelom | Actually there are three (or maybe more) conflicting aims. The third is performance, keeping and updating the state of a realtime game fully on the server uses a lot of resources. | |
| Jul 16, 2010 at 9:13 | vote | accept | Jonas | ||
| Jul 16, 2010 at 7:46 | history | answered | slicedlime | CC BY-SA 2.5 |