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Dark GDK / [Multisync] How to implement network synchronisation

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Dark Gamers
16
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Joined: 17th Mar 2008
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Posted: 16th Jul 2008 01:43
I'm using Dark GDK and Visual C++ 2008 express to program an online FPS game. Multisync has been chosen for network communication between host and client.

I would like to know how to implement different synchronisation method, such as Local lag and dead reckoning... in order to simulate and evaluate them.

Can anyone tell me the key thoughts, please?

p.s. So far, I used NetPutString/NetGetString to pass the actions from the client to the host. There is no synchronisation applied. Please see the attached simple code.

Client:


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Dark Gamers
16
Years of Service
User Offline
Joined: 17th Mar 2008
Location:
Posted: 16th Jul 2008 16:18
another question regarding to the client side code:



If i dont send this message, the UPkey action would not stop at the server side. I mean, without these code, if i just press "UP" key once at the client side, the action on the server side will be forever executed.

any idea to settle it, i appreciate it~

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