The client-server tag has no wiki summary.
5
votes
2answers
791 views
Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)
I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is ...
4
votes
1answer
356 views
Components in a client/server network game?
Behavior and logic are executed on the server. The clients are mostly for rendering, audio, and gathering input.
It looks as though most of the a components architecture benefits are only realized ...
3
votes
1answer
373 views
What is the best way to code the XNA Game Server for FPS game?
I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following:
I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant ...
1
vote
1answer
623 views
XNA 4.0 and Lidgren Library, How do I create a server/client hybrid?
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 ...
7
votes
3answers
3k views
Tips for communication between JS browser game and node.js server?
I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side.
The data sent over would ...
27
votes
9answers
9k views
How do you prevent your JavaScript / HTML5 web game from being copied or altered?
I'm in the middle of planning a game built using JavaScript and HTML5.
I'm having trouble understanding how you could prevent someone from simply copying the JavaScript from the web server and ...
4
votes
1answer
464 views
Multiplayer box2d networking for turn based game
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 ...
17
votes
3answers
2k views
Low traffic client synchronization with server in MMO
I am implementing MMO where player flies in space on his starship controlling it with arrow keys and cooperate with other players.
I want to implement it so that player will be able to dodge his ship ...
0
votes
2answers
505 views
Server hosting and costs [closed]
I'm developing a game that will require renting a server. The server will be used to host scores, clans, friends(on/off), match making, lobby, and chat. The game/match will be hosted by each player ...
4
votes
1answer
330 views
Client prediction responsiveness is lost due to client interpolation
In my online game I am using client prediction and client interpolation to give the illusion of responsiveness over a networked connection.
The client prediction works by applying inputs that haven't ...
4
votes
2answers
505 views
How can I alleviate network lag issues with players from other countries?
I am developing a small multiplayer game where players move through the map and interact with each other. The game is written in VB.Net.
When I tested my game with players on a LAN everything worked ...
8
votes
2answers
951 views
Java code for client-server game on Android
I have developed a game on Android. Now I want to play it on wifi or 3G. I have game packets which I want to send form client (mobile) to server then to another client (mobile).
I don't know how to ...
-1
votes
3answers
2k views
Best Platform/Engine for turn based Client/Server Android game [closed]
I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design.
I'm having trouble narrowing down the available technologies to even know ...
8
votes
3answers
918 views
Is there a pattern for writing a turn-based server communicating with n clients over sockets?
I'm working on a generic game server that manages games for an arbitrary number of TCP socket-networked clients playing a game. I have a 'design' hacked together with duct-tape that is working, but ...
2
votes
5answers
3k views
UDK client, C++ server (is it possible?)
For example I have C++/C# server side with sockets or http web server and UDK client.
I am interesting what about experience with networking in UDK: could I connect UDK client to C++/C# socket server ...
7
votes
3answers
3k views
Game server for an android/iOS turn-based board-game
I am currently programming an iPhone game and I would like to create an online multiplayer mode. In the future, this app will be port to Android devices, so I was wondering how to create the ...
1
vote
1answer
435 views
How should I display ping in a client-server-client multiplayer?
Say I'm having a multiplayer RTS game. There's a main server for each individual game and several clients connected to it. All packets are sent to server first and then server retransmits them back to ...
4
votes
3answers
488 views
Optimal data size for a 3G client-server game?
I'm currently working on an iOS turn-based client-server game and I am concerned over later performance issues.
How much data per message is too big? I am planning to use JSON to transfer data (and, ...
0
votes
1answer
722 views
Browser based MMO [closed]
We are a team of 4 trying to develop a browser based MMORPG. Its partially text based in a way like Might and Magic. The world map would be in 3D and actions would be automatically resolved. The game ...
11
votes
3answers
4k views
How to client/server game using Google App Engine (Looking for tutorial.)
(NOTE: This is a duplicate of a question I asked on SO, having temporarily forgotten about GameDev <hang head in shame>. When one is answered, I will link it back to the other.)
I'm trying to ...
5
votes
1answer
243 views
Reliability and suitability of 3G connection for client-server turn-based non-asynchronous game
I am working on an iOS turn-based client-server game and I am concerned with the reliability of the connection and the length of time it takes to establish the connection.
The game is turn-based but ...
2
votes
1answer
163 views
How can I create a smooth simulation for a fast-paced, multiplayer table hockey game?
I'm adding multiplayer to an iPhone game that we have in our company. It's a sort of 'table hockey' game, with a puck and two mallets.
It's a pretty fast game, so I need a smooth experience at both ...
3
votes
2answers
268 views
Best way to verify client files are same as server
In a client server game architecture, what are the possible ways to verify that the client has not modified things like gfx assets or client side scripts?
Obviously no solution is perfect, but I ...
11
votes
2answers
864 views
Multiplayer FPS server side performance
This is related to MMO Performance except that question is about bandwidth. This is about cpu load.
I put together a simple FPS using node.js and webGL. It's extremely simple, a lot like the ...
3
votes
2answers
685 views
client/server Silverlight turn based game - domain model question
I am making multiplayer (2 players) Minesweeper like the one that's available on MS Live Messenger.
Client side is going to be silverlight, server side will be MVC Application. Client (the one who is ...
8
votes
4answers
2k views
Which Database (RDBMS vs NoSQL vs BOTH) to use for a Realtime Multiplayer Game?
I'm working on a realtime multiplayer game that will require a database (for features such as player profiles, friends, unlocks, news, etc.) This is a standard PC game (not browser-based) and will use ...
3
votes
2answers
752 views
Synchronize turn based browser game
I'm writing a browser game in php and Sql. I'm also using Javascript - Ajax and Mysql.
I'm stack on the battle system because I want to Synchronize the turns of the players in the battle.
What I ...
9
votes
2answers
348 views
Should the engine for an eventual web-based game start as a web-service?
I've recently decided to start writing an engine for a card game. I'm not a big "cards" player, but a friend introduced me to the game (it's a spin on the game Danish), and I fell in love.
I want to ...
1
vote
4answers
851 views
Client server design question
I'm working on creating a multiplayer game, with the client in ActionScript and the server written in Java. I'm using XMLSocket in the client to connect to the server. The server code looks something ...
13
votes
2answers
535 views
How should I automatically update my entire game's files?
How should I automatically update my player's game assets and executables? It is preferable for the update software to be free. Updates must be small in size and not waste cpu-time. Also it has to be ...
10
votes
5answers
711 views
What options do I have for game hosting
DISCLAIMER: I know this question starts to leave development island but it is very game development related and still think this is the best place.
I see many free MMOs/online desktop client games ...
0
votes
1answer
916 views
Looking for architectures to develop massive multiplayer game server
Hello all Where can I find architectures and examples of building massive multiplayer game server Does the does the concept of building it on top of libenevt is right ? or I need to think more on ...
9
votes
2answers
3k views
What's the best server architecture for real-time games?
I'm developing a Real-Time game which should hold thousands of players in real-time (FPS like. max 1s lag). What would be the best infrastructure for this?
My idea was using 2 server clusters - one ...
8
votes
3answers
7k views
Can I do server side programming with unity?
Another thought to my last question. If i were to do a client/server game with unity3d would i be able to do serverside programming with unity? if not can i use C# .net? if not then is there some sort ...
5
votes
3answers
958 views
Securing JavaScript / PHP game data
Followup to securing-http-data-from-a-javascript-game-to-server.
I'm working on something similar, in that I have a PHP backend and a JavaScript frontend, which plays around with the HTML5 canvas ...
7
votes
2answers
545 views
How does OnLive work, and is there anything special Game Developers need to do?
The OnLive service works by "cloud rendering", which is very different from the traditional model of "on-premise rendering" that we are all familiar with. How does this work at a technical level, and ...
-2
votes
3answers
720 views
Client side code in browser with server communication?
Hey Guys, i want to make a 2d game. I know C++, C#, javascript.
I want my game to run in a browser so a user doesnt need to run an exe. I want the game to be multiplayer so it needs server ...
8
votes
2answers
2k views
Interpolating positions in a multiplayer game
In order to save bandwidth in my multiplayer game, I do not update every object every server tick, instead each object has an updateRate which tells the game that this object is expected to be updated ...
4
votes
2answers
380 views
Flash <=> server, protocol protection
I am making a flash game that will interact heavily with the server. For quite some time already I am using 'request hashing' technique to make sure that request data hasn't been tampered with. This ...
6
votes
4answers
774 views
Can Google App Engine communicate with a stand alone program?
If I create a client program using say C#, or develop something for the Android or Iphone, can I use Google App Engine for the server and communicate with the client application mentioned above?