Which one is most accurate for tower defense?

Hi, i help my friend making a tower defense game, and we struggle with replication a bit, see we want clients to be as synced as possible, there will be also moments where specific enemies stop ect. and we have for now 3 solutions to syncing:

  1. Create enemy on the start of the server and send info to client, then send remote every nodeReached event to sync positions

  2. Create enemy on start of the server and send info to client, but we send remote every time enemy moves

  3. Move enemy from start to the end on client and server and fire remote only once

  • 1
  • 2
  • 3

0 voters

Evenly the clients will become desynchronized and it is more work, so none?
You could show each player their current ping so they know what’s going on.

It would be more worrying about the animations and effects, for each animation and effect a signal is sent to the client to make the effects and animations.

hmmm, those might be a problem, but still there are unreliable remotes and you can send few bytes over them for less important animations, also animations can be played on client solely

our problem is that we don’t know which methood is better to use soo it will be most synced