I have been working on a client-server architecture for my multiplayer game. The server is used for communication between Clients. There is no cheat control because I trusting all clients :) I don't ...
I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out ...
I wrote a small test car driving multiplayer game with Box2D using TCP server-client communcations. I ran 1 instance of server.exe and 2 instance of client.exe on the same machine that I code and ...
I am currently in the planning stages for a 2D game for mobile devices which I will be making in C++ using cocos2d-x. The game will be turn based and each turn will have a phase in which the physics ...
I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should ...