Hello.
I'm working on a project to teach myself network programming and the little game I have in mind is a coop arena shooter. A fast moving game, lots of simple enemies and projectiles frequently spawning and dying. I've been reading what I can find about synchronising the game state (snapshots, delta compression, update prioritisation), but this mostly relates to objects that already exist, not how to deal with a high volume of new objects coming and going.
Does anyone have any suggestions/advice relating to this kind of problem?
My thoughts so far are based on using what determinism I can and playing the game back as as sequence of events as best I can. Eg if I want to spawn a spread of a dozen projectiles I can reconstruct all of them from the initial condition of the first plus a random seed or index to some kind of predefined pattern that might deterministically recreate the whole group. This combined with trying to do as much movement as possible via paths that can be interpolated (so a spawn event can be played up to the right position on the client when received and just played forward with every tick without direct synchronisation except in the case of death) so even if the event is received late it can be easily wound forward
If I'm barking up the wrong alley here I'd love to know! Thanks.