Spielerando

The whole group freezes because one player's connection is slow

Games that make sure everyone sees exactly the same thing can only move on when everyone's move has arrived. That makes one slow player everyone's problem. Here is how far ahead to schedule moves, when to show a waiting message, and when to let go of the slow one.

Why this works

If every machine gets exactly the same moves in exactly the same order, they all end up in exactly the same world without ever sending that world. The price is that nobody can go ahead of the slowest, so the group moves at the speed of its worst link.

When not to use it

Wrong for fast action games with few players and a host, or when people join and leave often. There, one host that decides and sends the result keeps a slow guest from freezing everybody.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 24 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "The whole group freezes because one player's connection is slow" (read_entry lockstep-wait-for-slowest-input) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP