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Object multiplayer logic/flow is confusing and error-prone #7

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colbybhearn opened this issue Oct 14, 2012 · 0 comments
Open

Object multiplayer logic/flow is confusing and error-prone #7

colbybhearn opened this issue Oct 14, 2012 · 0 comments
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@colbybhearn
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Multiple scenarios exist where multiple communication is needed. These and any other variables need to be understood and a system developed for better control, flow, consistency, and organization etc.

User input:
ActionUpdates about input to simulate on the server are only sent from client to server.

physis-related
Object Updates about physics info (Pos/Orient/Vel) are only sent from server to client

Server-side-detection
Some game logic should only be run at the server. Thus, some changes only initiate at the server. The client needs that information.

Client-synchronization of details:
If something changes about an object that affects that objects appearance or behavior, all clients need that information.

@ghost ghost assigned colbybhearn Oct 14, 2012
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