Network Synchronizing

Blitz3D Forums/Blitz3D Programming/Network Synchronizing

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I wrote one but based on server/clients. The server is the master of time, all others are following/waiting this timestamp to apply all the needed actions, no actions on the clients are available until the received timestamp is considered as "current".

This works as well because network events are performed as fast as possible while the gameplay in itself is limited to 30 fps. Whenever possible data is sended as "absolute" (like players positions), so that you minimize the effect of lost packets. When an object is in a "key" state (like going from active to idle) a network message is sent, giving all his absolute parameters(position, rotation,etcetera), this works good for particles and physics sync. But this was as well the most easy setup as this was on a LAN with UDP.

Then of course there is a lot of techniques for interpolating in between network messages including fancy "prediction" of players position for example, but this would be really usefull if network is slower than gameplay which was not my case.