- Home /
RTS Multiplayer Synchronization Check
I have been working on a lockstep implementation for an RTS game (see http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php if you're not familiar). I have completed the basics but what was wondering the best way to check that all clients have the same game state. I see two ways of doing this (feel free to point out another way).
I can either create a hash number of the game state. I assume this would involve calculating a hash of every unit position rotation and state. And then check the hash against every other client to very synchronization. This sounds like it would be a lot of work with many units in the game though so I'm not sure how feasible that option is.
The other way I could do it, is not check the game state at all and out of sync only occurs if a command that has been issued cannot be executed on a client. However, this wouldn't detect them straight away.
I was just wondering the best way to do this. Cheers.
Your answer
Follow this Question
Related Questions
Multiplayer RTS: Rendering a specific mesh for multiple cameras 0 Answers
Using Unity Navigation in a fixed timestep 1 Answer
Multiplayer RTS Script 2 Answers
Photon PUN 2 RTS one time information sharing 0 Answers
Unity networking tutorial? 6 Answers