The client-server model is a centralized computing model where one node (the server) performs some service for other nodes (the clients).

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Is there a pattern for handling multiple game states?

I'm experimenting with writing a multiplayer game, almost from scratch (I'm using C++, OpenGL, ENet, and platform-specific APIs) with a client/server networking model where the server is ...
14
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4answers
2k views

Should a socket server and game server be separate processes?

Assume a simple standard client/server game. For the server, is it worthwhile to have a separate process that listens for connections and messages from clients and sends the data via local sockets or ...
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1answer
83 views

Does compressing data before transfer make a game run faster?

I want to make my game as fast as possible as it is real time and fast paced. I have already decided to encrypt my data here and I was wondering whether compressing it would be faster for the client ...
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3answers
140 views

Is it worth it to encrypt data?

I am using Java to write a moderately simple video game and I need to transfer some large files (edit: Live game data and possibly assets.) between the client and the server. I need to decide whether ...
9
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2answers
858 views

How to handle realtime random movement with client side prediction

I'm building a realtime multiplayer game that runs the same 'physics' loop on client and server. I'm using a steering behavior 'wander' that is essential random movement. The client and server ...
6
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3answers
84 views

Player acceleration formula and using it with authoritative server

I know the theory behind authoritative client-server architecture, it works very well for character movement in a tile-based world: you send messages like "I moved one square to the right", the server ...
4
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4answers
272 views

How to avoid duplication using client-server model

I am using a client-server model to write a multiplayer-capable game (in Java). Currently the clients and the server are using the same code to run the game logic, in order to enable client-side ...
0
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1answer
30 views

Device and user progression conflicts

Im designing a game with both digital currency and player progression, but have hit a confusing snag, where I possibly can't be the first to come to a decent solution. To keep it simple, it's a ...
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1answer
88 views

Server to client update rate

I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates ...
2
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2answers
237 views

MMO Client / Server Architecture (NoSQL)

The main aim is to keep the games variables server-side for obvious security reasons. I believe having server-side code to check before updating the games database values will protect me from classic ...
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3answers
122 views

How should I store game data in a game server?

I'm new to game server development. I'm facing this issue: I want to develop a card game server, but I'm not sure about the solution to hold the game data while playing. Example: In a poker game, ...
0
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1answer
81 views

Multiplayer and creeps (NPC enemies): how to compute bullet hits given the lag?

We are making a multiplayer co-op game, where players will shoot not each other but AI enemies (creeps), controlled by the game. The chosen implementation is client-server with an authoritative ...
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0answers
60 views

Client-server architecture with box2d

I am running a client-server architecture with an authoritative server running box2d and the client running box2d as well. If gravity is set to 0, is there any point to linear interpolation and ...
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1answer
126 views

Why is there a huge update-delay in my client/server code?

I'm working on my Java game with Libgdx and having trouble with the network code. I can create a server, make multiple clients connect to it, but there is a huge delay between the player's input and ...
2
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1answer
67 views

How to sync gamestate between server and clients in turn based 4x game?

Background information: I am developing a game similar to other 4x games like Sots, MoO,... I am storing all information about the game(like star/planet/ship/fleet positions, owners and a lot of ...
0
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2answers
66 views

Can the different computation power in a multi-player game affect each player's performance?

In case an RTS game allows the clients to perform some calculations such as path-finding after the player clicks the map for a destination, and taking into account the game should be synchronised for ...
4
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3answers
302 views

How do I handle packet loss in a client-server network model?

In a client-server network model, the clients only send commands to the server (i.e. coordinates of a click, fire gun, etc.) and the server then runs those commands to produce a game state. But what ...
2
votes
2answers
95 views

Using peer to peer for prediction in a client-server network model

By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
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vote
1answer
92 views

Human vs human android chess game design [closed]

First of all I am total amateur in game development and sorry for my poor English. I want to make android human vs human chess game. So I am wondering how to design it? scenario 1: User connect to ...
0
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0answers
62 views

Client side latency when using prediction

I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the ...
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1answer
222 views

How to set up a client-server architecture for a browser based game [closed]

I'm really curious about how to set up a game so like Hayday or Clash Of Clans, especially with regards towards the server-client architecture. How does one set up such an artitecture? What are the ...
3
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1answer
155 views

game mod security question

So I'm in the process of building a game in C++ for the engine and Python for behavior and moddability. One of the planned major features is that when the game client connects to a game server with ...
0
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1answer
140 views

How to solve problems with movement in simple tile based multiplayer game?

I'm making a simple tile based 2D multiplayer game in JavaScript using socket.io where you can move one tile every 200 ms. The two solutions I've tried are as follows: The client sends "walk one ...
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2answers
65 views

Managing past/present game state

I'm not sure if "game state" is the correct term, as my searching shows me a lot of results that are not relevant to my question. When I say "game state", I'm talking about the internal state of the ...
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1answer
74 views

Packet Loss Affecting Client-Side Prediction

I have been reading about client-side prediction lately and I have been thinking of ways to implement it into my multiplayer game. I think I have a pretty good understanding of client-side prediction ...
14
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5answers
2k views

Networking for Real Time Strategy games

I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic ...
0
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2answers
125 views

What are the security implications of this method of tracking countdowns?

Consider a multiplayer (client/server) game where you initiate the construction of some building. Let's assume construction will complete after 60 minutes. My plan for dealing with this information ...
14
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2answers
2k views

What to send to server in real time FPS game?

What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
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2answers
217 views

Is networking programming quite generic

I have only looked into the basics, at least I assume it gets more complex. So does network code really change from one game to the next or is it pretty much portable. For example I can create say a 2 ...
2
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1answer
195 views

Is host advantage real?

I'm sure many of you have heard the term host advantage through out your time playing action video games. However, I was curious if this was a real studied and proven concept in game design, computer ...
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1answer
521 views

Distributed Multiplayer Game Server Architecture [closed]

I'm programming a multiplayer game for mobile phones.I'm working on a distributed server architecture for handling lots of concurrent players. Here is my architecture on my mind: Some questions ...
4
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3answers
296 views

Can game replays be used as cheat protection?

Say you're writing a complex turn based multiplayer strategy game in the browser (i.e. JavaScript). The game state is big and complicated (think line of sight calculations in a 3d world). There can be ...
2
votes
1answer
175 views

Online RTS Game Architecture for Mobiles [closed]

We came up with an idea for a real-time strategy game for mobile devices that can play with other players over a network. I'm trying to plan out the architecture/protocol required for such as system. ...
0
votes
1answer
261 views

How do I implement pixel-exact collision server-side?

Recently I made a 2D offline game with HTML5 Canvas and JavaScript. I'm detecting collisions by first checking whether image bounding boxes overlap. If they do, I check against the bounding boxes, ...
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3answers
226 views

Handling packet impersonating in client-server model online game

I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet ...
19
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3answers
3k views

How to predict movement correctly when a player is invisible?

I have a multiplayer game and I'm doing client-side prediction, but some players can drink a potion and become invisible... The problem is that when they become invisible I don't share anything that ...
2
votes
1answer
274 views

Does client side prediction sync with the server in the past?

I've spent some time now messing around and just trying to learn dead reckoning and client side prediction for the fun of it. Most of what I do doesn't need it, so i've never had a need to go down ...
0
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2answers
840 views

GameServer UDP or TCP Java [closed]

This is a Java related question. I've got this question and I searched on the internet but didn't really get any clear answer. I want to develop a little multyplayer game which needs real time ...
1
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1answer
238 views

Client-side prediction and interpolation

Although my game uses a peer-to-peer model, I've still taken the approach of assigning each player to be a partial authority. What I mean by this is that each player acts as the "server" for a number ...
3
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3answers
158 views

How does server code modify game state on the server while still accepting additional server game calls

Question first, then explanation second. How can a webservice backend to a game modify and alter the server game state while the game simultaneously accepts webservice calls from other users of the ...
4
votes
2answers
167 views

How can I implement a game locator or proxy server?

I have a turn-based strategy game which already has a multiplayer server/client layer that works fine on local network (where one server is set up and players connect to it). I would like to extend ...
5
votes
2answers
420 views

Running multiple box2D world objects on a server

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 ...
0
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1answer
568 views

Node.js Lockstep Multiplayer Architecture

Background I'm using the lockstep model for a multiplayer Node.js/Socket.IO game in a client-server architecture. User input (mouse or keypress) is parsed into commands like 'attack' and 'move' on ...
-1
votes
1answer
226 views

How to show other characters in online 2D rpg

I have Player 1 and Player 2 I am using Json to send and retrieve player data between the client and the server, but when another player logs in, and is in the same map, how would I send that data to ...
0
votes
2answers
300 views

How to make a TCP Client Server in java over multiple Networks

So I am trying to write server code for my game, and I am kinda running in a wall. I have seen oracles example for a server and client, but how do I allow it to connect to computers outside my ...
0
votes
1answer
132 views

how to set up a contract between a Client and Server in C#

I am trying to make a turn based game, so first should I use UDP or TCP for the client server set up and why? Second how do I implement it? I have seen a lot of code that just sends byte strings to ...
0
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2answers
287 views

What type of server should I use?

I am planning on making a game in c#. It will be a turn based, space exploration game. I want the turns of the different players to be able to happen at the same time though. I have been researching ...
1
vote
1answer
413 views

Client side prediction on FPS game

I've recently attempted to develop a simple client prediction for an FPS based on Gaffer on Games famous blog (http://gafferongames.com/game-physics/networked-physics/). Now I've gotten to the point ...
2
votes
2answers
326 views

Adobe Air turn based multiplayer Game, sockets vs http bandwidth

I am developing an Adobe Air multiplayer game for iPad. It is turn based and not realtime. It is like checkers game. I want to use a client server model. I have found 2 options to connect to server so ...
2
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2answers
338 views

Use client as server in client/server architecture

Let me clarify what i mean by that. Let's say i want to create a multiplayer game which uses physics (box2d). If I would let the server handle all the physics I would end up with a very overwhelmed ...