Re: Multiuser synch

"Danny Kodicek" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <003f01c9ceed$b961b890$cd01a8c0@dizzy>
Hi, Jon 
 
> 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.

Actually, what I'm running is a science simulation, and because it needs to
be deterministic (or as near as we can make it) we do tie it in with the
frame rate. It's more important that they're synched than that they have
smooth physics experiences.

> 
> 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_2
88_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

Thanks for these references, that's really helpful. It's always hard to know
where to look (although I should have thought of trying gamasutra and
gamedev)

Best
Danny


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