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Questions tagged [synchronization]

A process of maintaining similar game state across players and/or servers, thus giving all players same info about current sutuation on playfield.

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So in my game I'm using a message queue for everything, very similar to an event manager or event queue pattern. I've seen that lots of people use them, and they decouple when the event fires and ...
Andy Isbell's user avatar
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My question relates to content rotation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are ...
Arunabh's user avatar
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These are features of my game. You can only move by clicking the mouse like LOL. 30~50 players can play at a time. (So the game map will be larger than LOL) No jump Should I use UDP to update client'...
PudgeKim's user avatar
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I want to have some basic Rollback Netcode for a side project. I've been watching some basic conceptual breakdowns and tutorials to get an understanding of how it works. But I can't seem to find a ...
Sad Robot's user avatar
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Imagine a server sending you (the client) game snapshots each 30ms. Your interpolation time is set at around 100ms, so ideally you are interpolating between 4th and 3rd snapshot, so by the time you ...
artemonster's user avatar
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1 answer
445 views

I'm trying to understand the distinction between server reconciliation and rollback networking in games. From what I understand, both involve receiving snapshots from the server and replaying player ...
vicg's user avatar
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As of now, players are synced using: ...
Reincarnated as a worldbuilder's user avatar
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I'm currently working on world management system for my multi-threaded game engine in C++. The problem I'm facing right now is synchronizing world data between main and render thread. The current ...
xarxarx's user avatar
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I have a Node.js game that sends update packets to players every 30ms. The code I currently use works this way: Get the entities within each player's vision. Create a temporary object that stores ...
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I have a peer to peer game where both clients are running their own frame simulation. I'd like to sync the frame ticks so both peers know eachother's frame. But I"m having a bit of issue with ...
Kayla's user avatar
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Soon I'll have to start implementing networking for a game. To be able to simulate the game on both client and server and have no deviation, simulations need to be deterministic. But how can any ...
Maxgmer's user avatar
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1 answer
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Regardless if you know how Roblox works or if you know Lua syntax, I just need an algorithm/equation here. Currently, at the start of each server, I reference the seconds of a centralized clock since ...
Brycki's user avatar
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I'm working on a 3D web game with client-side prediction, etc. I have implemented interpolation for my entities, but it seems a bit laggy sometimes even on localhost. First I will describe the ...
Pumpudu's user avatar
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I'm working on a text-based MUD (Multi-User-Dungeon) in C++, but the most important thing in a MUD is the MU (Multi-User). Is there any easy way to implement these mechanics? I want a player on one ...
Henery Johnson's user avatar
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I'm modding a FPS game by adding a 2 player co-op multiplayer to an otherwise completely single player game. One game instance acts as the host and I try to implement the synchronization of the ...
akarnokd's user avatar
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I am working on a real-time multiplayer soccer game. Currently, on my game, I created an architecture like that: Every client has a copy of the game state, also the server has it too. Clients send ...
Mustafa Akdeniz's user avatar
2 votes
1 answer
1k views

I wrote some games years ago, and they were always in sync with the main thread. So, for example if the monitor refresh rate is 60 Hz it would look like below. ...
Jarno's user avatar
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1 answer
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I'm writing a real time strategy game in Rust. In this game each player controls one of two armies facing off on a battle zone. To better understand the gameplay, my project is an open source version ...
bux's user avatar
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The problem is as follows: A receives the position of B as 40,40. Now, obviously this position is already out of date. On Bs screen B is of course already at 50, 40. Now A shoots at an angle from 15,0 ...
mroman's user avatar
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I've been following a guide on building a 2D MMORPG, and I ran into a problem when creating a health bar for my players. I get this error message: Could not find hook for 'CurrentHealth', hook name '...
Iyaad Saley's user avatar
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I'm trying to replicate an odd feature of an 2.5D online Fighting Game named Grand Chase - that I believe it's is made to hide the latency between players. However, I do not know what exactly is this ...
Luiz Henrique's user avatar
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I am creating a networked game and having issues with keeping positions synced between multiple clients. Essentially what I have happening is one client's movement to replaying on another routed ...
Charlie's user avatar
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1 answer
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I want to show the name of the players above their head but I have a problem where people joining late doesn't get other players' name. For example: Player 1 joins to the server with the name Peter. ...
shlime's user avatar
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We're developing a simple boggle game in Java for a college project (purely academic purposes, so we're trying to keep it simple). Our application is composed by a client portion and a server portion. ...
IfLoveWasBornToDie92's user avatar
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1 answer
2k views

In watching the GDC talk about Overwatch netcode, it mentions that the client is always ahead of the server, that the "current tick" on the server is behind that of the client. From their ...
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I am currently working on multiplayer fighting game and my game will have an anim->ragdoll when the player is knocked out and be able to getting up from it. My problem now is ragdoll is making my ...
Mira's user avatar
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How can I perform state synchronization using client/server networking in an RTS similar to Starcraft 2 and Planetary Annihilation? I'm assuming the server has to do some sort of rewinding time to ...
Nairou's user avatar
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179 views

I have a server-client setup where each client has a number of screens attached, and the screens together form the display. As such, the visuals displayed by each client needs to be roughly in sync. ...
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4 votes
2 answers
2k views

In games like Half-Life 2, Team Fortress 2 etc, when you play against other players online, your local game communicates with a game server. If you've built one of these games, what sort of ...
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This is similar to Host Migration (P2P) with RTMFP and AS3 I have a webRTC chat room, initially used Twilio and switching to skyway, the situation is that I have a bunch of peers with data broadcast ...
exrhizo's user avatar
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1 answer
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I hear pros playing Fortnite that have 20-50 ping complain that they cannot perform as well as pros with 0 ping due to wall taking, etc. It's easy to think that a 20ms ping difference is negligible ...
Rage's user avatar
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I've started with Unity3D to develop a multiplayer game similar to world of tanks, it's using authoritative server and I was able to sync movements between several clients. I'm using c# and on the ...
Floji's user avatar
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3 votes
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I'm wondering how to engineer a client server sync of entities in a multiplayer game which is using an ECS. When the server changes some values of the components of an entity, I thought the best ...
EchtFettigerKeks's user avatar
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1 answer
100 views

Let's assume a multiplayer game of two players. These two players have to place six elements at six different positions. The order or exact place does not matter. As the items are placed correctly, ...
Ben's user avatar
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3 votes
1 answer
324 views

for a personal project i started making a 2d game engine in C++ that uses sfml. The idea is having base "game object" classes from which a game will inherit. Right now i have: Game_engine class ...
Barnack's user avatar
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1 vote
1 answer
255 views

What is the proper way of handling synchronization between GUI animations' execution order and the user's dynamic input? More specifically, I would like to know how to enforce some logical ...
Julian Broudy's user avatar
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1 answer
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I am sorry in advance if it's not perfectly clear. I would like to make a game with let's say the following map (in real it will be a 3D globe). Now this map contain point, and each point is a place ...
Crocsx's user avatar
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1 answer
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When writing a game loop from scratch in java for an android game applications, it is very common in many tutorials I have read that the keyword synchronized is used to synchronize update and ...
Alex Bükk's user avatar
1 vote
0 answers
67 views

I'm an hobbist game developer. I'm trying to make a clone of a game like this: http://superhex.io/ to experiment with multiplayer online. First of all I'm not sure if there is a better way to ...
Emanuele Paolini's user avatar
1 vote
1 answer
256 views

Imagine having a big room (4000w x 4000h) which contains players and items (world objects). The room is spatially partitioned in a 10 x 10 grid for collision detection and changes in the viewport of ...
XverhelstX's user avatar
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136 views

Imagine joining a room with 100 (moving) players and a lot of items and being assigned a random position in the room (read: agar.io). At the moment I'm eager loading the other players and items and ...
XverhelstX's user avatar
2 votes
1 answer
2k views

I'm creating a small online multiplayer game where I have multiple thin clients and an authoritative server. Both the client and the server have a fixed game loop. Now I have a game entity with the ...
XverhelstX's user avatar
1 vote
1 answer
133 views

I am trying to use Box2d on nodejs server with libGDX client. What I am trying to apply is authoritative server model so clients are just sending input data to server, server is running simulation and ...
doggodonger's user avatar
1 vote
1 answer
346 views

So I'm working on a real time multiplayer game in NodeJs (Client and Server). Both loops handle the same "physics" (movement at a constant rate) and both are running at 40hz or 40 times per second. I ...
DanteVentura's user avatar
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1 answer
918 views

Is there something I'm not seeing or there is a flow in this algorithm(which everyone is referring to) http://www.mine-control.com/zack/timesync/timesync.html Assumption 1: When I say a is ...
Sil's user avatar
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1 vote
2 answers
189 views

I am working on a multiplayer open world game where you can equip handhelds and armor pieces. In my architecture, there are clients and an authoritative server. Every equipable item is crafted by a ...
Alakanu's user avatar
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1 vote
1 answer
393 views

I have a multiplayer cooperative game (PVE) in where there can be up to 200 enemies at a time (somewhere around that) and I was wondering how devs generally synchronize these? I already have packets ...
justanotherdev's user avatar
0 votes
1 answer
358 views

How can a file be synced across multiple devices? I am able to store the data locally using binary serialization, but the user should have the ability to access it on any device at any time. Is this ...
Ion's user avatar
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1 answer
443 views

In order to better understand how state syncing works in games, I wanted to pose a specific example. Say you are in a FPS game with multiple players and someone breaks a window in some building. ...
Lance Pollard's user avatar