Deepest Blue Multiplayer
Deepest Blue Multiplayer. I have been writing multi player games since the eighties. The essential thing is that two or more games have to play in synchronisation so that all players are playing exactly the same game. Many modern games use a server approach to deter cheating. The server runs the main instance of the game and sends information to each client player about any game events. The server may send object positions and if the client does not agree the client tries to modify its own positions to agree with the server. I have always preferred a simpler approach but it requires strict programming practices. That is each machine runs exactly the same game. All they send is any controls hit on the local machine, These may be real controls such as keys or mouse buttons, or virtual controls such as a GUI button, dropdown or checkbox. I will come back to Deepest Blue and the story of how I got the multiplayer working. First let me explain how I first implemented this ...

