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Ongokiller_50
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P2P synchronizing for fighting game online?

Aug 30, 2012 3:46 PM

hi, recently I been making a fighting game online using this p2p and I found that when a user drops a package while vs'ing other the hole intire game "skips" or jitters on that user. I need the game to be " synchronized " so that both user's game can stop at the same time when somone drops a package and both game playing at the same time.

I choose p2p because it is less laggy and less frame lag in game. Which is really good.

so how would I make all users "synchronized" when there are vs'ing each other? and what codes or tips need to done?

 
Replies
  • kglad
    72,212 posts
    Jul 21, 2002
    Currently Being Moderated
    Aug 30, 2012 4:34 PM   in reply to Ongokiller_50

    this will get you started (but you may have a lot of work to do):  http://playerio.com/documentation/tutorials/building-flash-multiplayer -games-tutorial/

     

    p.s.  how are you limiting each p2p network to two players?

     
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  • kglad
    72,212 posts
    Jul 21, 2002
    Currently Being Moderated
    Aug 30, 2012 5:58 PM   in reply to Ongokiller_50

    there's no magic anything to ensure sync and because of latency issues it's not possible to sync all users in real time even for a server-based game.  with p2p games you have even less chance of sync'g.  the best you can do is approximate sync'g. 

     

    and, the techniques used to approximate sync'g can be very complex.  start by reading that article.

     
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  • kglad
    72,212 posts
    Jul 21, 2002
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    Aug 31, 2012 7:03 AM   in reply to Ongokiller_50

    did you read that article?  do you see the technique that institutes a delay for all players to allow a cushion for network problems?

     
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  • kglad
    72,212 posts
    Jul 21, 2002
    Currently Being Moderated
    Aug 31, 2012 7:31 AM   in reply to Ongokiller_50

    good luck!  there's nothing easy about real-time games.

     

    hopefully, you've already created some turn-based p2p games which you should do before embarking on real-time games.

     
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  • kglad
    72,212 posts
    Jul 21, 2002
    Currently Being Moderated
    Aug 31, 2012 9:46 AM   in reply to Ongokiller_50

    sure, just use a timer to delay p2p transmission.

     
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