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Question by italomendes · Jun 25, 2013 at 12:53 AM · networkingmultiplayerprojectilespaceship

Doubt about how to sync in multiplayer

Hello,

I am doing a shoot 'em up and I have doubts about how to sync some elements of game.

The enemy spaceships have a fix way. Must I sync the position in all frames or only send a RPC call when the enemy spaceships are created and destroyed?

The enemy and player's projectiles are visibles and it is expected to be able to dodge the projectiles when they are coming. Must I sync the position in all frames or only send a RPC call when the projectiles are created and destroyed?

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Answer by RalphTrickey · Jun 25, 2013 at 01:19 AM

I don't think that there is a hard and fast rule about how to do it. It's going to very much depend on your game, although I wouldn't send every frame, at most I'd send at fixed intervals.

I'd start by sending over created/destroyed/user interface actions and see if that is enough. It's simpler to add more if you need them than to try to subtract them later.

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Answer by italomendes · Jun 25, 2013 at 10:43 AM

Thanks RalphTrickey.

My initial idea is send a RPC call when the projectiles and enemys are created and destroyed, but I fear players' cheats and a little of desynchronization.

So, I guess that there is some advice for my case. I want to know the advices.

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