Real-time networking syncronization

I’m trying to figure out how to put together a game that does realtime
networking, but can’t really grok how it all fits. The style of game I
want to do is somewhat like the Windows/PSX game “Worms”, but with the
option of either turn based or realtime.

The thing is, latancy seems like it would be a huge issue. The only real
solution I can think of is having a central server doing all the physics
calculations and sending back each frame to the clients which would
display it but that would leave a really lagged feeling on the client side
if the ping time was more than 50ms or so.

Is there a good solution for this? Or do people just generally hope it
doesnt cause trouble? Thanks :slight_smile:
dave—

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I’m trying to figure out how to put together a game that does realtime
networking, but can’t really grok how it all fits. The style of game I
want to do is somewhat like the Windows/PSX game “Worms”, but with the
option of either turn based or realtime.

A good question, but not really SDL related until you have something
more specific in mind. A lot has been written about various models
for networked games and how to cope with latency; Google is your friend