I am curious because it's not simple to make a good network code for realtime games and I'd like to know how it has been approached in CS2D which plays pretty well.
I would like to know how and when is data synchronised, movement, shooting etc.
General
Any info on how the networking work is done?
Any info on how the networking work is done?
1

Yazir: Tickrate and events. And for bullets, imao clients should send player rotation while shot and then server should calculate the hit.
Yazir: Client side projectiles thrown by yourself are just a visual thing you see, the server notifies the actual projectile (that does damage and stuff) to the rest of the clients.
Gaios has written
Yates: I didn't talk about the security
Yazir: What game engine are you using?
Yates: Please don't do sarcasm, you are indeed correct in what you're saying but it is not necessary to bring the thread down with a negative discussion.
Starkkz: sad
Starkkz: I am using Phaser framework with Socket.io
DC: Thank you for the descriptive answer. I am searching for all the possible resources I can get to create the optimal (in terms of reliability and precision with least cpu and network usage). The information is not really anything new to me but it made me sure that I'm heading the right way
1
