1
vote
1answer
25 views

Server to client update rate

I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates ...
3
votes
1answer
84 views

Executing commands at the exact same time on 2 or more computers

I have an RTS game, with deterministic simulation, but if I want multiplayer to actually work, I need commands sent between computers to be executed at the exact same time. My game's networking is ...
2
votes
1answer
47 views

How to sync gamestate between server and clients in turn based 4x game?

Background information: I am developing a game similar to other 4x games like Sots, MoO,... I am storing all information about the game(like star/planet/ship/fleet positions, owners and a lot of ...
1
vote
3answers
112 views

How to handle network game [closed]

I'm currently building my own game using LIBGdx in JAVA but i'm facing some trouble. My game is base like this : A player have a position and some other parameters that are float, int types. He also ...
1
vote
1answer
87 views

How do console games avoid port forwarding with user hosted servers?

On AAA xbox games (Call of duty, etc.), the company acts as a matchmaking service but the users host all of the games. Because not everyone has ports forwarded on their router, how do these games ...
0
votes
0answers
76 views

Google Play Game Services - Handling messages via p2p, host or no host?

I am developing a real time multiplayer game using Google Play Game Services. The underlying networking is done via P2P. Everything I read says I should still have a game host that sends out all the ...
0
votes
0answers
78 views

Realtime Multiplayer Server for Backgammon in Unity2D

I am doing a project as a student. As I'm developing a Backgammon game for iOS and Android. I have faced the problem of choosing the best method for my server. In this game users will join a room to ...
2
votes
2answers
142 views

How to synchronize the ball in a network pong game?

I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
5
votes
1answer
117 views

Replacement for XNA Lobby?

I am looking to implement with the Microsoft Windows Live game lobby. Since Microsoft has deprecated XNA, I am wondering if it is still possible to interact with the game lobby they provided in XNA ...
0
votes
2answers
207 views

Multiplayer game object prediction & server reconciliation

In the game we have 3 objects. Player 1 Player 2 Ball The game is simulating in the server. The players simulated with Prediction and Server Reconciliation. It's working smooth with 100ms - 120ms ...
0
votes
1answer
235 views

Why bother with server-side hit detection?

Valve's hit detection tracks player positions from when the bullet fired and then tells clients only whether the hit happened, but I can't see why that is necessary in the first place. Does ...
13
votes
2answers
2k views

What to send to server in real time FPS game?

What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
1
vote
1answer
386 views

Unity3D Multiplayer Networking

I am making a multiplayer game using Unity3D, similar to SecondLife (but focusing on a particular gameplay task). Users will be able to register/login directly in the game and their character will be ...
1
vote
0answers
67 views

Message Authentication Codes for Multiplayer? [closed]

Is it common that in multiplayer games, network messages are signatured with a Message Authentication Code? If so, do you think it is performance consuming?
-1
votes
3answers
198 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 ...
13
votes
2answers
516 views

How can I stop the player from drifting due to local input prediction when they stop?

I'm working on a 2D server-client multiplayer game engine (which you can try here). It uses WebRTC DataChannels. (The connections are peer-to-peer, but the host peer still acts as a server.) The ...
0
votes
1answer
88 views

Handling latency in realtime music/rhythm-based games

Suppose I am making a co-operative multiplayer music-based rhythm game -- two players, side by side, move their cursor/avatar left and right with their mouse and attempt to hit or dodge obstacles that ...
3
votes
3answers
632 views

Limitations of p2p multiplayer games vs client-server

I am reading up on multiplayer game architecture. So far most of the articles i've found deal with the client-server model. I'd like to know what are the limitations for using a p2p architecture? ...
1
vote
1answer
175 views

Algorithm for smoothing a network object's movement

We are building multiplayer game where there's no central server managing the game. Each player is responsible for sending out its state to all connected players. In addition, all clients run ...
0
votes
1answer
839 views

Creating and joining a multiplayer game over a LAN

I'm trying to create and join a multiplayer game that has been created from a custom UDK installation. It works correctly when two (or more) instances of the game are created on the same computer and ...
1
vote
5answers
384 views

How to correctly aggregate networked data into UDP packets while avoiding fragmentation

I am starting to get my feet wet with game networking, having iterated many times now on some simple 2D games. For learning purposes, I've read the fantastic Gaffer on Games networking article a ...
9
votes
2answers
1k views

UDP non blocking or a seperate thread for receiving

I am creating a multiplayer game (for under 64 player). I already decided to have a seperate thread for the network loop, but I was wondering if it would be better to create an extra thread for ...
8
votes
4answers
206 views

Sending state diffs (deltas) and unreliable connections

We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. ...
1
vote
0answers
107 views

How to perform game object smoothing in multiplayer games

We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a ...
0
votes
1answer
423 views

Using native code with Libgdx, (Raknet)

I was searching for a game engine (Java- maybe C#) with built-in real time networking library to develop 2D cross platform (Android - iOS) multiplayer game. Actually I have not found well suited ...
1
vote
2answers
189 views

Should I use threads to check sockets for multiplayer game?

In a multiplayer game does the code to get/send info from/to sockets reside in the game loop or does it belong in its own thread?
5
votes
2answers
116 views

Which game logic should run when doing prediction for PNP state updates

We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
9
votes
1answer
360 views

Multiplayer platformer - Are server corrections normally required with a single client on the server?

I am currently working on a rather simple multiplayer platformer. I read quite a bit of articles on the techniques used to hide latency, but I still fail to get my head around certain of the concepts. ...
1
vote
1answer
104 views

Should response be tied to request in a multiplayer game?

I wonder if server responses on client operation requests should be tied by some operation id? Tied would be when: 1.Client app sends request to server to e.g. buy item X, and sets operation id as ...
7
votes
2answers
524 views

How to synchronize actions like jump in multiplayer?

I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
2
votes
3answers
216 views

How can we validate subjective inputs from a client?

Let's propose for a minute where we have a game using something like the Virtuix Omni. You track feet movement. You track the speed at which they run. Now, let's suppose we want to translate this into ...
0
votes
2answers
129 views

How can I escape my field delimiter in my game's packet data?

For my game I decided to not encrypt my packet's payload. Instead I'm just going to check everything on the server to make sure the packet is legitimate. As I'm not doing any encryption, my packet's ...
10
votes
3answers
677 views

I know that my super simple multiplayer setup is probably not a good idea, but why?

I'm making a simple little MOBA just for fun. I was making everything single-player then I realized "oh crap I should probably add multiplayer, huh." I've never done anything with networking before, ...
4
votes
2answers
386 views

Mobile Multiplayer games and coping with high latency

I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than ...
0
votes
1answer
677 views

Multiplayer Network Game - Interpolation and Frame Rate

Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating ...
4
votes
4answers
326 views

Networking gampeplay - Sending controller inputs vs. sending game actions

I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across ...
1
vote
1answer
109 views

How can I implement something like Destiny's public events?

Bungie has shown a gameplay trailer for their new game, Destiny. The part that really stood out for me was the 'public events' that can happen randomly while playing. Now I've thought about it for a ...
8
votes
3answers
417 views

Is it feasible for a Server to send nothing more than a tile-based area to a Client?

To start, I have a good amount of background in networking (hardware, routers, ex.) but very little knowledge past the basics of network programming. This may seem like a stupid question, but I want ...
-1
votes
2answers
539 views

3G ISPs blocking TCP protocol on port 80? [closed]

I want to run a custom TCP protocol over a 3G connection for a game. (Amazon server with mobile clients) I decided to use port 80 because hey, it's open. I'm aware that some paranoid ISPs will have ...
0
votes
1answer
197 views

Are there any guidelines/articles/tutorials for creating a network protocol for games? [closed]

I am currently developing a little 2D sandbox game with multiplayer functionality in XNA 4.0 and the latest lidgren-lib for networking. I found myself quickly at a point where sending a players ...
1
vote
0answers
212 views

DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection? [closed]

I'm (de)serializing some datastructures for a network-multiplayer game, and for each datastructure that's to be (de)serialized, I want to define the order of (de)serialization only once for ...
4
votes
1answer
405 views

How to develop multi-player game without involving server side code?

There have been lot of cloud based frameworks released in past few years. They provide real-time communication among users but does not allow developers to write server side code. So, how can we use ...
-1
votes
1answer
356 views

Asynchronous Game server [closed]

I am building an asynchronous multiplayer game (which can be compared whith a chess game) with Unity (up to 4 players in game). But I am stuck at choosing the server side solution. For me this kind of ...
6
votes
2answers
534 views

Networking Questions: Serialization and Frequent Small Packets or Fewer Large Packets

I'm working with a socket server and I'm trying to decide how to update all of the clients. I'm currently sending few packets with entire objects serialized in JSON. In most cases this adds a lot of ...
0
votes
1answer
128 views

Receiving server data inside game loop

I'm planning on how my multiplayer game client game loop should work. While I'm convinced that server should be moved from game loop into it's own thread, I'm not sure what should I do about receiving ...
0
votes
1answer
383 views

Client Server Multiplayer Project

I have reviewed the relevant WinForms/XNA samples here and here. However, my requirements are slightly different. Given the following: I am developing a multiplayer (Client - Server) game There ...
1
vote
1answer
295 views

Do “write once run anywhere” engines require platform specific code for multiplayer?

I've been investigating the myriad selection of mobile game dev engines that allow compilation of your code onto multiple target platforms, but, something I can't seem to figure out is if ...
4
votes
1answer
158 views

How to setup a client to work with a remote server or a local included server?

I'm working on a Networked multiplayer game, but while developing and for testing I want to set up a local server that acts like the multiplayer server. My thought is to approach the server as a ...
0
votes
2answers
194 views

Practical Way to Store and Communicate Data for a Multiplayer Game Like This

I am working on my first multiplayer game, as I have become bored with my single player indie games. However, I have a question. Players will be placing items on a map which is arranged in a grid, ...
3
votes
1answer
266 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 ...