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State Synchronization Events vs Deltas

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Hello folks

I have researched about State Synchronization in networked games, and couldn't find a material that could solve the specific requirements that I have, my goal through this discussion is to understand High Level how such an algorithm would work to accommodate my needs.

The game I'm working on is an Action/RPG built in a coop mode, I have logics such as: “Perks”, “Skills”, “Items” etc.

Currently I'm using an event-driven approach to sync the clients, whenever I get a command packet from the client I process it (without locks) and queue a task that …


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