Reputation: 1407
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
Upvotes: 1
Views: 1083
Reputation: 4403
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.
Upvotes: 1