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-1
votes
0answers
41 views

Java game server development: [on hold]

Hello fellow game developers, I am coming to a certain point in my game development were I am starting to port to multiplayer. Basically I am going to create a server that can be deployed from User ...
2
votes
1answer
102 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 ...
-1
votes
1answer
51 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
votes
2answers
209 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 ...
1
vote
1answer
81 views

Online RTS Game Architecture for Mobiles

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
2answers
189 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, ...
1
vote
2answers
80 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 ...
18
votes
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
124 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
votes
2answers
265 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
vote
1answer
84 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
votes
3answers
132 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
140 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
1answer
195 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
votes
1answer
383 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
169 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
224 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
0answers
68 views

game client data processing and organization pitfalls

This MUD client is a simpler version of Mudlet in Java. Before going too far with the code for the client, I'm interested in feedback on any design problems with the current organization and data ...
0
votes
1answer
116 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
votes
2answers
200 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 ...
0
votes
1answer
253 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
225 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
votes
2answers
266 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 ...
1
vote
0answers
437 views

How to implement the server-side game loop?

The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console. ...
6
votes
2answers
2k views

MMORPG server-side java architecture

I am currently making a MMORPG game, which is turn-based. The client is supposed to run on Android. Now, my friend is doing the graphics, and I have been doing the game classes (player, weaponry, ...
2
votes
1answer
203 views

How are UDP packets verified as authentic? [closed]

Hey I'm writing a game and have the backend written using a sometimes-reliable UDP scheme. I want to verify that inbound packets are actually originating from the player specified in the packets. My ...
-1
votes
2answers
175 views

Start timer in two clients the same time

I want to create a client/server turned-based game where each player will have 5 seconds in order to play. If extends this time will be other player's turn to play. In order to do this, I have created ...
2
votes
2answers
172 views

Client-side physics simulation

I am trying to create a very simple client-server based physics game, using box2d library. A simple football game. Obviously, the server runs only the box2d world. My question is: is it correct to ...
0
votes
1answer
107 views

The game-server model to handle user actions

I'm starting to work on a mobile game that will have a server-side part (to handle user's interactions between them) and, of course, the client (game itself) part. It's not meant to be a browser game ...
5
votes
3answers
301 views

How to make sure user is running the newest version of mmo client?

In typical mmorpg game, you have a launcher and a client. You first run the launcher to update the client, then you run the client. In every mmo I tried if you run a client without updating first (if ...
2
votes
2answers
298 views

Lockstep Game Loop

I have an XNA game using a basic lockstep update loop. The client sends all commands to the server, and updates only if it has received the next turn's commands from the server. When does a turn end? ...
4
votes
3answers
413 views

How do I allow a player to build a dedicated server, but prevent them from cheating?

Instead of maintaining a central server, many games allow players to build their own server, like Minecraft. But if you give them the server-side program, how could you prevent them from cheating? I ...
1
vote
4answers
363 views

What would be best practice of client comunication in a multiplayer game

Assume that we have a multiplayer game and the users are moving their characters (might be a circle) on the game area. At every game loop some changes can be happened. Should clients send their ...
3
votes
2answers
174 views

How do I resolve asynchronous client actions against an authoritative server state?

I have a multiplayer card game which I am in the process of developing. The game is relatively simple; players have a certain number of cards which they can activate, sell, or use in various other ...
1
vote
2answers
362 views

PHP and Javascript/HTML5 Collaboration [closed]

I've recently been working on a fairly complicated game. I've stored information with local storage, but that allows the player to edit it, and does not transfer from computer to computer. The two ...
4
votes
1answer
270 views

How to define a proper protocol for a turn-based combat system?

I'm working on the server side of a turn-based strategy game. The game has a really complex combat system, like: When you are hit, you summon a phoenix to attack the enemy that deals X damage, and ...
0
votes
1answer
399 views

php multiplayer game - server&client model

I'm working on a simple round&web-based multiplayer game. The idea of the game is very simple: The players get an array of audio files which they listen to and write the transcripts for in 5 ...
3
votes
6answers
429 views

Should Client->Server/Server->Client packets be separate?

When working on network packet structure for games, what is more efficient (in terms of code structure) for packet reading for client/server? Currently, Our packet structure is to send the packet ID ...
3
votes
2answers
469 views

2D destructable terrain with collisions in MMO

Task What I want is to create destructable terrain (like in Worms) and collisions with this terrain (with calculated normals) that will be fast enough to work on server machine. Basically lets say ...
1
vote
1answer
368 views

Do I need to create my own or use a commercial server for the features and matchmaking options I want my game to support? [closed]

So I'm developing an indie turn-based game for iOS and, in coding up a Game Center matchmaking class, I'm starting to question whether Game Center is even the best choice for what I want this game to ...
2
votes
1answer
246 views

How to properly do weapon cool-down reload timer in multi-player laggy environment?

I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients ...
2
votes
1answer
57 views

extrapolating object state based on updates

I have a networked multi-user collaborative application. To maintain a consistent virtual world, I send updates for objects from a master peer to a guest peer. The update state contains x,y,z ...
0
votes
2answers
1k views

Networking Client Server Packet logic (How they communicate)

I want to know what is the logic behind server client communication through packets for a real time game. for example the server sends x packets then the client receives x packets and processes them.. ...
1
vote
0answers
81 views

What are the disadvantages of client-side prediction?

There's lots of talk of server-side prediction, but I haven't seen a client-side alternative implemented anywhere. My game uses mouse-based movement, so it's easy to predict the player's location ...
2
votes
1answer
181 views

Send less Server Data with “AFK”

I am working on a 2D (Realtime) MultiPlayer Game. With Construct2 and a Socket.IO JavaScript Server. Right now the code does not include the Array for each Player. var io = ...
9
votes
1answer
503 views

How do I sync client and server when sending player speed changes?

I'm implementing client-side prediction. Most explanations assume the client sends messages like "Move my player up by 1 position". What if I send messages like "Set my player's velocity to x"? On ...
4
votes
2answers
518 views

A simple example of movement prediction

I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that ...
1
vote
4answers
187 views

Protecting the integrity of a game state while minimizing amount of data sent

I'm developing a multiplayer game in PHP/jQuery, and naturally have to be wary of any sort of data coming from the client. At present, I have tables of data representing the map (2D roguelike), ...
2
votes
3answers
246 views

General directions on developing a server side control system for JS/Canvas Action RPG

Well, yesterday I asked on anti-cheat JS, and confirmed what I kind of already knew that it's just not possible. Now I wanna measure roughly how hard it is to implement a server side checking that is ...
-6
votes
1answer
481 views

World of Warcraft like C++/C# server (highload) [closed]

I know it is very big topic and maybe my question is very beaten, but I'm interesting of basics how to write highload server for UDP/TCP client-server communications in MMO-like game on C++/C#? I mean ...