4
votes
2answers
206 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
2answers
79 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 ...
5
votes
1answer
191 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
251 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
223 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 ...
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
362 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 ...
0
votes
1answer
398 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 ...
2
votes
1answer
245 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 ...
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 ...
4
votes
2answers
515 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 ...
3
votes
3answers
387 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
368 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, ...
4
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 ...
0
votes
1answer
1k views

C# multi-player socket server (need clarification/suggestions)

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 ...
4
votes
1answer
554 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 ...
1
vote
5answers
2k views

Is it possible to use 3G internet for a TCP/IP game server?

I'm working on a turned based multiplayer android game with a friend. I started working on the game server and client using socket programming. I found a few tutorials on how to implement a basic chat ...
4
votes
2answers
589 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 ...
4
votes
2answers
147 views

How do I synchronise real-time moves of players on a grid?

I'm working on a real-time game based on a grid. Each player can move a single square at a time. A server tracks the game state and notifies clients of changes. It's possible for two players to make ...
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 ...
1
vote
1answer
291 views

What time to display in text messages in multiplayer game?

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 ...
2
votes
1answer
736 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 ...
-2
votes
3answers
818 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 ...
9
votes
3answers
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 ...
7
votes
3answers
3k 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 ...
3
votes
2answers
734 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 ...
6
votes
4answers
829 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?