It still needs some work though, you may notice players sometimes get stuck on a physics object (like the edge of a box) and then pop to their real position. Of course this will get out of sync, so there are re-sync events sent when necessary. All clients send their key input to all other clients and the simulation runs for everyone. So server side is kept pretty simple, if I could have done the round logic client side I would have, but did not see a good way of doing it.Īll collisions are client side. There is also a system timer to call an update on the RoundLogicProvider (so it can count down the ingame clock, check for game / round wins, and fire any necessary callbacks). I extended the LiteLobbyGame and added a RoundLogicProvider which is just a small state machine independent of Photon libraries. The only additional logic on the server side is for round logic.
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