I thought I'd start a new topic on this rather than continue it on from another post because it might turn out to be quite an extensive thread.
The topic is synchronisation of network games. If we all had really fast computers with really fast network connections, we probably wouldn't have to worry about this. My game Helian Wars currently has network support but no sync features. This means that everyones screens look completely different. This is bad.
My idea to solve this problem is to have a clock. This clock would go from 0 to infinite in increments of 1. But the only time it would proceed would be when the server tells it too. The server would only tell it too when all computers are ready for the next lot of inputs.(I know this is a really awful explanation. Sorry.)
For example:
One server. Three clients.
The server tells everyone to start their game and the time is 0.
All three clients push some keys and sends those keys to the server.
When the server recieves all three client's keys, it sends each client the key inputs they don't have and also that the time is now 1.
Only when the time is 1 can the clients then send the server their next key inputs. As you can probably guess, the game would only go as fast as the slowest computer/connection. But this is typical with most multiplayer games.
Does this sound alright? Have I missed anything? Any better ideas?
Tycho
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Where the Hell's my roof?