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Question by Waldfee · Oct 25, 2017 at 11:29 AM · networkingmultiplayerphotonrtsmassive

Sync massive amount of GO between clients

Hi guys =),

I am currently programming a multiplayer game and are bumping into some problems.

About the game design:

  • players run free, with WASD, in the game world (third-person cam)

  • Each round will have an enormous amount (about 100) of enemies

  • The player must prevent the enemies from reaching a position

My questions:

  1. Is a completely deterministic game design with lockstepping, fixed points, etc. advisable? Are there tutorials?

  2. How can I synchronize collisions across the network? There are only capsule collider and mesh colliders for the buildings. Can collisions between rigidbodies be deterministic?

Similar game designs:

  • Simple Halo-Coop, with lots of enemies

  • Simple HiRes-Games Smite, with loads of enemies

I used Photon with a single photonview in the Gamemanager script. Only player input is synchronized with RPC.

Thank you for your help! I am thankful for every hint.

Regards, finalmagic

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game.jpg (44.5 kB)
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