- Aug 14, 2001
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So company wants to delve into multiplayer games and im having trouble figuring out how to beat the stream when it comes to multiplayer games that are not turn based, in other words all players operating at once.
So I started a simple TCP network pong game, and i can get the paddles moving so each player can see the other person moving (albiet somewhat choppy) but when it comes to the ball its really been a mess. I tried letting server control the ball position but the lag on even a normal network makes it really slow. I can let the clients pass off control but still looks choppy on the other persons screen. I've tried passing just direction/angle/velocity but one client gets off in some way. I've tried compression routines and passing as little of data as possible but still is really laggy.
Anyone here have any input as to how games like this are controlled? what role should the server play? observer or controler? what role should client play? any forums where i can look to ask?
So I started a simple TCP network pong game, and i can get the paddles moving so each player can see the other person moving (albiet somewhat choppy) but when it comes to the ball its really been a mess. I tried letting server control the ball position but the lag on even a normal network makes it really slow. I can let the clients pass off control but still looks choppy on the other persons screen. I've tried passing just direction/angle/velocity but one client gets off in some way. I've tried compression routines and passing as little of data as possible but still is really laggy.
Anyone here have any input as to how games like this are controlled? what role should the server play? observer or controler? what role should client play? any forums where i can look to ask?