high level view of multiplayer sync issues/solutions?

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4 comments, last by liekzomg 15 years, 5 months ago
Okay I'm not going to pretend I know what I'm talking about. If someone could explain or point me in the right direction of a high level view of the different options to keep sync in a multiplayer game I'd be very grateful. Problem: 2 players speed their cars towards eachother in a game of chicken. At the last moment Player A swerves his car out of the way avoiding the crash. However this is too late for the latency and Player B sees a head on collision between himself and player A. What happens now? If we're thinking of a 2d action game setting here what would be a good way of solving this? If we take cheating out as an issue I think server side calculations would make the game feel slow and unresponsive on the client. Help appreciated.
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There are a couple of articles here that might help you.
Damn sexy articles. Thankyou Gage.
Hehe, glad you liked them. [smile]

Here's another one I forgot about.
read the Forum FAQ

[Edited by - hplus0603 on November 24, 2008 12:56:46 PM]
FTA, my 2D futuristic action MMORPG
Quote:Original post by graveyard filla
read the Forum FAQ


Yeah, my apologies. I missed Question 16 there.

Thank you for your help.

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