Just have the server send the clear message at the same time to all clients.
Assuming it sends all the messages in the same order to everyone, then there
will be no problem. Don't even put any kind of timer on the client side,
have the server time it.
eg:
A = client A
B = client B
S = server
A->
So I'm assuming you want synchronization because if
it's off, then more or less of the users scribbles
could be erased when the screen clears, so different
people would wind up seeing different things.
Each message from the client to the server could have
a unique ID(something incrementing so you
It doesn't have to be constant perfect timing.
Basically it more of a casual multi-user scribble-pad. I only need
synchronization to automatically clear the canvas every 5 minutes. That's
the only thing that needs to be in sync and it can have a second inaccuracy
but not much more.
It's working O
Are you trying to do a real-time game? Because I've
been playing around with real-time games with Flash
and Java myself in the last month or so, and so far,
my conclusion is that it's not workable.
The big reason being that Flash can't handle UDP
packets. TCP/IP is just way too slow to deal with
r
I'm after a little theory here from people who have created multi-player
games before.
I have a java socket-server in place and all the functionality of the game
working fine. I just need a way to synchronize the game (as best as I can).
What I'm trying to do is restart a new game every 3 minutes
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