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I've been looking up on google for this answer, and I just can't find the answer to my question. I have a 2D rpg that I want to build a client-server architecture with. How do I 'sync' things? cause with lag, things are all 'back in time' by the time data reaches the other end. Even with client side interpolation etc, how do I get a 'common time' between clients and the server? Ie, if it took 60ms to go from client->server, -how- does the server know it was 60ms, or 90, 120, etc? The only way would be to have a common time between them somehow, for I could use lag calculations to better sync things? I'm totally lost on his :(

Thanks for any help

Jonathan M
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will
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1 Answers1

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Take a look at this question. Since it's not a first person shooter you won't need to send as much information so it should be easier to add in techniques such as prediction and interpolation.

Take a look at the Steam wiki article mentioned in the answer, it's a good starting point.

Community
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Lester
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