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Multiplayer #5
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I wonder if sending a copy of their player object back with a timestamp is enough |
I think games would diverge over time (as messages from the server are
received at different times).
…On Sun., 10 Sep. 2017, 11:51 am Wemyss ***@***.***> wrote:
I wonder if sending a copy of their player object back with a timestamp is
enough
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We could just have the server regularly update parts of each client's state. Then clients continue to run the game but the game will still be running on the server (we'd have to ensure that all update code was in .update() and all state was in one place for each sprite / world etc. |
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Opening this to ask the question:
How are we going to synchronise everything.
I think we need to change how the keys are processed so that we send key events directly to the server and then the server sends back thw whole game state.
That or we'd have to synchronise events which is tricky in js.
Any ideas?
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