Hi
We have a multiplayer game with its own backend.. It's basically a race game where the data is supplied via our backend servers..
So far so good.
However, we have encountered a bug. Depending on the browser being used or the machine being used, the game takes longer or shorter to compete.
Just to give you an example, an outside client sends data to the server and the server broadcasts this data to all Construct 2 clients. The same race data is sent to all browsers in near real-time.
On some browsers and on the same browser under different based machines, the games (which is realtime)take longer to complete..
As a result, if the user with the fastest browser/machine ends up winning the game, he stops sending race data.. Yet the others still haven't computed all the incoming data.. I hope that makes sense..
Any ideas on how to debug this ? What should we be looking for ? Is this a FPS problem ?
Thanks, I appreciate it.
J