Fixing My Broken Multiplayer Pong Project
The Problem: A Lesson in Client-Server Architecture During my computer networking class, I had an assignment to create a multiplayer Pong game using networking, threading, and a client-server architecture. At first glance, my implementation seemed to work. Both players could connect, see each others paddles move, and play the game. However, in my naivete, I let each client handle their own movement, leading to large desyncs, ultimately making the game unplayable. ...