I have been working on Game that consists of 10 Game Objects that have to be sync by the server values. The server decides that which game object will win and then sends command to my side(Client side) but I am not able to match the server values to mine then what can I do to sort out this problem? The track is kind of horse racing track i.e. straight and then circular. Any help would be appreciated :) Thanks in advance
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I wonder how are you trying to sync it, the "best" way to do this is via socket connection. Also, you have to identify the important info that you really need to sync, FE, im developing an MRTS, i have to sync the units but the client doesn´t care about movement speed, attack points, etc, so, in essence i only need send to the client which unit he has to draw, who owns this unit and where it has to be drawn, so, a huge object called "Archer" in my serverside application would be sent to the server as an Int8 array like [23,1,1851,2434] (Unit id, owner id, X, Y). Then, your client only has to draw it. If you use UDP sockets (fast as hell) and condensed bit data you will be able to do real time sync without any problem. | |||||||||||||||||||||
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