im not sure wich protocol u using for that multiplayer game, but lets assume u using TCP/IP
you just creating word inside a client, and sending your character X,Y,Z positions to server wich then delivering to the rest of the users that online excluding your self.
that your client knows where to place online characters
here is a typical data pocket that sending your own positions to server
PutInteger MyCharPosX()
PutInteger MyCharPosy()
PutInteger MyCharPosZ()
NetSend 0 //sending to server
here is a typical reciving commands that at the server..
if NetMsgExists()>0
PlayerID = NetGetPlayerID()
PosX = GetInteger()
PosY = GetInteger()
PosZ = GetInteger()
//Send this info to all other players
for a = 1 to AllOnlinePlayers
if a <> PlayerID
PutInteger 10 //lets say its your msg ID
PutInteger PlayerID
PutInteger PosX
PutInteger PosY
PutInteger PosZ
NetSendTo a
endif
next a
endif
and finally, your client getting this data and syncing the player position
Client side (reciving after server)
if MsgExists()>0
MsgID = NetGetInteger()
if MsgID = 10
OtherPlayerObjNum = NetGetInteger()
PosX = NetGetInteger()
PosY = NetGetInteger()
PosZ = NetGetInteger()
position object OtherPlayerObjNum,PosX,PosY,PosZ
endif
endif
this is a very basic structure of online data exchanging.
i know you were talking about cameras and i gave you an example of player positions, but it basicly goes the same.. just change the player positions to camera positions on sending and reciving
i also didnt mentioned whats MsgID and whats that for, but it will be up to you to understand all of that.
good luck