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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36
votes
9answers
17k 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 ...
19
votes
3answers
4k 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 ...
10
votes
3answers
5k 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 ...
18
votes
6answers
1k 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 ...
3
votes
2answers
423 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 ...
0
votes
3answers
316 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 ...
15
votes
3answers
25k views

Can I do server side programming with unity? [closed]

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 ...
7
votes
3answers
4k views

Tips for communication between JS browser game and node.js server? [closed]

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 ...
10
votes
3answers
3k 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 ...
10
votes
2answers
5k 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
5k 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 game-...
4
votes
2answers
901 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 ...
12
votes
3answers
8k 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 ...
15
votes
2answers
987 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 ...
17
votes
3answers
4k views

Why does editing the client's memory in some MMOs allow them to cheat?

Why editing the memory of the game client works? Why so many "Hack protection" tools coming with the clients? If I were to design a client-server game, everything would happen at the server (the ...
2
votes
2answers
96 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 ...
1
vote
1answer
316 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 ...
5
votes
3answers
1k 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 ...
3
votes
1answer
57 views

Network latency compensation problem for laggy players with collision

Say there are two clients connected to an authoritative game server, using input + state synchronization strategy. Client 1’s has a round-trip latency of 100ms and client 2 with 400ms latency. For now ...
3
votes
2answers
1k 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 ...
3
votes
3answers
4k views

Using SQL for a Realtime Multiplayer Game Server's Working Data (Fast Enough?)

The game I'm working on currently has a Client in Flash AS3, and a Server in C# (multithreaded). Currently I use mySQL to handle logins (Raw access: no middleman for accessing the database) which ...
1
vote
1answer
221 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 ...
1
vote
4answers
1k 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 ...
-1
votes
2answers
519 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
3answers
981 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 ...