Re: Multiuser synch
Jon Watte <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Danny Kodicek wrote: > We're developing an online demo system within our software that allows one > user (the 'shepherd') to take control of a group of other computers (the > 'sheep'). It's important that the software remains in synch, otherwise the > actions the shepherd takes may not replicate correctly. So what we need is a > simple one-way synch algorithm. > First, you need to run physics at a fixed rate everywhere, not tie it to the graphics frame rate. See http://www.b500.com/~hplus/graphics/game_loop.html for example. Second, you probably want to use the lock-step network sync method. See the "1,500" archers article for a great introduction: http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php Once that's done, if you still have questions, you may want to check out the FAQ for Multiplayer and Networking over at gamedev.net; it has more networking and multiplayer references (all the way from basics, through classics, to avant-garde): http://www.gamedev.net/community/forums/showfaq.asp?forum_id=15 Hope this helps! Sincerely, jw ------------------------------------------------------------------------------ The NEW KODAK i700 Series Scanners deliver under ANY circumstances! Your production scanning environment may not be a perfect world - but thanks to Kodak, there's a perfect scanner to get the job done! With the NEW KODAK i700 Series Scanner you'll get full speed at 300 dpi even with all image processing features enabled. http://p.sf.net/sfu/kodak-com _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list