Closed nongvantinh closed 1 year ago
I'm about to create a fast-paced action game, At the start of a
match
, client and server sync time and set thematch
time to 00:00.Can I use
NetPeer.RemoteUtcTime
to sync time betweenserver
andclient
to the start of 00:00?Or do I have to use
NtpPacket
to do that?Library version: 0.9.5.2 Framework: [.NET 6, Godot]
OS: [Linux, Windows, Android, iOS]
most fast paced games uses fixed tick rate for game logic and tick-time calculation (like 30 TicksPerSecond or 60). So if your game logic is 30 ticks per second - then you can sync time based on tick number on server and local tick number on client.
I'm about to create a fast-paced action game, At the start of a
match
, client and server sync time and set thematch
time to 00:00.Can I use
NetPeer.RemoteUtcTime
to sync time betweenserver
andclient
to the start of 00:00?Or do I have to use
NtpPacket
to do that?Library version: 0.9.5.2 Framework: [.NET 6, Godot]
OS: [Linux, Windows, Android, iOS]