#CO-OP Arhitecture

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vernal lily
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I am building a small co-op multiplayer game where players send command sequences that must execute in the same order on all clients.

What is the best way to ensure deterministic and synchronized execution over the network?

What is the best architecture design for this? Is a dedicated server and fixed tick system a good idea? Should I go for client-side hosting (being the brain)?

What approach is commonly used in the industry?

Pretty much, I need more insight into how I should plan this.

slate magnet
#

Send a command struct in an RPC then save the struct in a queue. Network architecture won't matter at all.

vernal lily
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should the actions linked to the commands have the animation length the same? ( ex: 150 frames)