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Home/ Questions/Q 493067
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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T02:10:36+00:00 2026-05-13T02:10:36+00:00

I have the beginnings of a small multiplayer game that I’m writing in python

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I have the beginnings of a small multiplayer game that I’m writing in python as a learning exercise. Currently the server runs at 10 fps, while the clients run at whatever rate they like. This works well to conserve bandwidth, but unless the client tells the server when its input happened, all input gets quantized to 100ms intervals. How can I synchronize time between client and server so that I can make these corrections? A major hurdle here is that I’ll need to determine ping times and compensate for them.

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  1. Editorial Team
    Editorial Team
    2026-05-13T02:10:36+00:00Added an answer on May 13, 2026 at 2:10 am

    I accidentally came across an excruciatingly fine blog post on how to do distributed network physics in general (without traditional client prediction). I highly recommend it, along with the GDC slides Fiedler presented a couple of years ago. Good luck!

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