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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4
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2answers
176 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
503 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
619 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
237 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
330 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
138 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
320 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
454 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
371 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
359 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
662 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
4k 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
260 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
282 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
246 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
125 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
328 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 ...
3
votes
2answers
411 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
454 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
487 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
3answers
227 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
571 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
404 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 ...
1
vote
1answer
630 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
572 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
619 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
497 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 ...
3
votes
1answer
290 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
66 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 ...
1
vote
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
118 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
205 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
604 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
645 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
213 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
283 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
622 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 ...
1
vote
1answer
176 views

In a client server first person shooter how does the server keep track of each player's hit boxes?

Do all the clients send a transformation matrix for each of the hit boxes which make up the character?
1
vote
2answers
374 views

Implementing Online Leaderboards for indie windows PC Game

I've just finished my game and I'd like to add some ranking functionality to it. I have a mySQL database running on my website and want to be able to insert and retrieve data from it. My knowledge in ...
8
votes
4answers
272 views

Is there any way to verify the GPS location data received from client?

The answer to this question may be "NO" but it's quite important so I think I might as well ask. This should be a problem for all client-server location-aware games where player locations in the ...
8
votes
3answers
4k views

Javascript and PHP for real-time multiplayer?

I'm wondering if combining Javascript clientside with PHP/mysql serverside is a good idea for HTML5 real-time multiplayer (small scale) browser games? My technical knowledge is very limited, and even ...
1
vote
1answer
358 views

Multiplayer (Database, Users,etc) for game

I'm am looking to add multiplayer into my game (2D Platformer in XNA C#) My worlds are quite large (Up to 30 Million tiles max, Average 20 million maybe. 2000x10000). You could say the game is quite ...
3
votes
3answers
456 views

How can multiple clients be out of sync if they use the same RNG seed?

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 ...
4
votes
2answers
444 views

game multiplayer service development

I'm currently working on a multiplayer game. I've looked at a number of multiplayer services(player.io, playphone, gamespy, and others) but nothing really hits the mark. They are missing features, ...
1
vote
1answer
592 views

How do I go from a simple html5 tic tac toe game to an online 2 player game?

I've been working on an online 2 player Tic Tac Toe solution for blackberries. both old and new. And so far I have html5 code that has a 3 x 3 layout that switches between x and o for the game ...
4
votes
2answers
799 views

How do client-server cooperation based games like Diablo 3 work?

Diablo 3 cooperates with Blizzard servers even during single player games. In fact, Blizzard has had problems with the games "melting their servers." I would like to ask: How do the client and the ...
3
votes
1answer
236 views

How many UDP ports for an MMOFPS

I'm designing an MMOFPS. I'm not sure whether to use one UDP port for all clients or one UDP port per client. Or is there another alternative? Currently UDP is only being used for position data ...
0
votes
2answers
230 views

Server Client position information exchanging

I am doing small game in xna client/server, there can be 50f per seconds, but i don't belive that each client has to sent 50 mesagges about only their position, and then get back from server, regular ...
3
votes
1answer
534 views

XNA server client model

Hi what is the best model for creating client server application in one solution in xna, client as xna application, server as console and model as reference added to client and server? or maybe one ...
5
votes
2answers
2k views

FPS networking with server sending input instead of gamestate

Why do all fps games have the server send gamestate instead of input which is smaller? One reason I can sort of see is that if the server sends input to the clients and a packet gets dropped then the ...