// JP opened flex table

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xaeroxx
July 4th, 2007, 03:48 AM
Hi I am new to network game programming and I have only written some easy turn based games(like checkers) so far... It was easy since client side determines the rules and just transmits the moves to the other client through server. What I wonder is, how does it work in real-time games. For example in a FPS(first person shooter) game, who determines the rules, who makes the calculations... server side? or each client makes its own calculations and send to other clients (like "I hit you" - "ok ok I'm hit")? or all client makes all of the calculations? and what about the syncronizations for ex. if I launched a rocket, should I say just "I launched it at that position with that speed - you calculate the rest!" or should I send the new position always saying "this is my rocket, I am responsible for it"?

Sorry it was a bit long but I am trying to write a multiplayer "Crimsonland like" game and I am very confused about "who send what - who calculates what" things. Any explanations or any link (if there is such an article) would be very useful for me.

Thanks,
xaeroxx

MikeAThon
July 5th, 2007, 12:02 PM
For games, another good resource is the "Multiplayer and Networking" section of articles at www.gamedev.net . See http://www.gamedev.net/reference/list.asp?categoryid=30

Incidentally, some of the articles there recommend use of DirectPlay, which is part (I think) of DirectX. DirectPlay has been deprecated, so don't use it. See http://msdn.microsoft.com/archive/en-us/directx9_m_Apr_2005/directx/play/dplay.asp

Mike

ne0n82
July 7th, 2007, 11:50 PM
from what i know online FPS's games are pretty much all controlled by the server and the server has to also do additional calculations like interpolation to calculate the time latency losses from eah client so its actually alot of work

//JP added flex table