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 ...
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 ...
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 ...
I have been working on a client-server architecture to enable LAN play for my open source game, Aigilas. In its current state, players stay synced in all running instances of the game but enemies and ...
I've been working on an 2D-RPG for a while and I recently decided to make it into an MMO (not really massive, but multi-player). Anyways, I'm attempting to write a game server in C#. Yes, I know I ...
My use of terminology may be off a little bit. I have been playing around with the Lidgren XNA sample for how the library works, and it is simple to implement it looks like. I am curious on the logic ...