Re: [Flashcoders] Synchronized game timing

2007-08-08 Thread David Rorex
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->

Re: [Flashcoders] Synchronized game timing

2007-08-08 Thread Joshua Sera
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

Re: [Flashcoders] Synchronized game timing

2007-08-08 Thread Mick G
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

Re: [Flashcoders] Synchronized game timing

2007-08-08 Thread Joshua Sera
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

[Flashcoders] Synchronized game timing

2007-08-08 Thread Mick G
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