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Multiplayer future
Maescool edited this page Mar 23, 2012
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Total redesign of how MP(multiplayer) will be handled by the client
Now the 2 clients are bawse, synced with a synchronized random On LAN this works perfectly fine, but as soon there is some latency (ping) between the 2 clients, everything goes foobar..
There is a lot of documentation about how MP networking can be done, here is some reading material:
- http://gafferongames.com/networking-for-game-programmers/
- http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
this means:
- fast but reliable network connection (extended UDP) (TCP IS ABSOLUTE EVIL FOR MULTIPLAYER!)
- input prediction
- lag compensation
- ticks handled by the server
The title explains it self.. when hosting a server, player can join a lobby, until the game-master starts the game.
When you host a server, you have the choice to make it public or private
Tis will require that you register your nickname, so your game-stats will be ranked.. this is just some initial information that this phase is in the back of our minds, but needs to be worked out..