animated_ginger
Member
Hello! I hope all is going well for everyone! I've been bashing my head back and forth for the longest while now with trying to create a multiplayer game.
So far, my game works and has functions like: Being able to see other players move, enemies spawning in and also moving around, but....
The classic problem I'm dealing with is lag spikes and stuttering for the clients.
One player acts as the server and sends all the information to the clients when things need to be updated like: When an enemy x or y has updated, when the sprite index has changed, etc.
Clients take this information and apply it to fake objects in their game so it seems real buts actually fake.
So my game is working just fine, its just that I randomly see enemies, bullets and players stutter quite a bit on the client side and I have no idea what to do at this point! D:
I've tried limiting it down to the best of my abilities with only having updates send when a value has changed but it doesn't seem to do the trick
If anyone has ideas on how I can limit even more data being sent, that would be great!
So far, my game works and has functions like: Being able to see other players move, enemies spawning in and also moving around, but....
The classic problem I'm dealing with is lag spikes and stuttering for the clients.
One player acts as the server and sends all the information to the clients when things need to be updated like: When an enemy x or y has updated, when the sprite index has changed, etc.
Clients take this information and apply it to fake objects in their game so it seems real buts actually fake.
So my game is working just fine, its just that I randomly see enemies, bullets and players stutter quite a bit on the client side and I have no idea what to do at this point! D:
I've tried limiting it down to the best of my abilities with only having updates send when a value has changed but it doesn't seem to do the trick
If anyone has ideas on how I can limit even more data being sent, that would be great!