A game which is played by several players. The players may be working cooperatively or competitively (either against each other or the game).

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5
votes
2answers
452 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 ...
1
vote
0answers
113 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
520 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
199 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
143 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) ...
0
votes
1answer
488 views

Simulate camera movement in two dimensions (OpenGL)

I've been told by the folks over at Stack Overflow that there's no way to move the camera in OpenGL. I'm developing a 2D RPG with LWJGL and need to know the proper way to simulate camera movement as ...
-1
votes
1answer
842 views

Matchmaking system in Unity

I was wondering, how would one go about making a matchmaking system in Unity? I've tried some ideas with the Master Server, but it wasn't doing its job right, since thats a lobby based solution. I ...
0
votes
2answers
143 views

Help choosing a collision prediction method?

This takes a little backstory, bear with me. This is also a very general question, and I'm aware that without greater specifics the best answer might be "it depends." So the context is that we're ...
-1
votes
2answers
210 views

Server List for a game

I'm making a c++ multiplayer game, and I'm trying to implement a server list, where everyone can host his own server. But I don't know how to start, I've google'd for a while and I didn't find ...
1
vote
1answer
55 views

Increase Precision on multiplayer location drawin

I'm building a multiplayer snake-like game with Javascript. I'm having problems with the precision of the opposite players location not reacting fast enough. Which in turns makes the worm "crash", but ...
9
votes
1answer
392 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 ...
0
votes
3answers
419 views

Why is my client laggy despite 60 update packets a second? [closed]

I am developing a small multiplayer game with XNA. It's a usual client-server architecture -- I have a server and many clients communicating with it through UDP (via .NET's Socket class). These ...
6
votes
4answers
390 views

Passing data between engine layers

I am building a software system (game engine with networking support ) that is made up of (roughly) these layers: Game Layer Messaging Layer Networking Layer Game related data is passed to the ...
0
votes
2answers
350 views

Basic Connections Through Socket Server

I'm designing a simple 2 player RTS with Stencyl, a program that uses blocks for coding. The current code updates lists whenever an actor moves (new X and Y), and I'd want the server to update the ...
7
votes
2answers
646 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 ...
1
vote
1answer
430 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
3answers
219 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 ...
2
votes
1answer
387 views

Are frequent game updates a solution for preventing multiplayer cheating?

I'm creating a game on Android where the enforcement of rules can only take place on client side (I can't shift it to server side...think aimbotting but in my case I wouldn't even be able to use ...
3
votes
1answer
181 views

How are multiplayer mods created?

How do you make a single player game into a multiplayer one? For example: SA-MP San Andreas Multiplayer and the new Just Cause 2 Multiplayer. Before making the mod, did they need permission? How did ...
0
votes
2answers
138 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 ...
1
vote
1answer
87 views

Sending entities to connecting player

When a player connects to a game, he needs to be sent all the entities currently on the map. This is done by creating entities one by one. Three ways of implementing this come into my mind. Which one ...
0
votes
2answers
60 views

Problem with modifying dice in another players turn

I have the following problem: I want to create a multiplayer game where each player has a turn where he has to roll a lot of dice again and again. But the other players are capable of modifying each ...
8
votes
3answers
347 views

How important is online multiplayer?

I am making a small game that has four players. It can be played with 1 or 2 players locally, with the remaining players controlled by AI. I am considering online play, but it is an area I know very ...
11
votes
3answers
723 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, ...
3
votes
1answer
241 views

Handling actions in component based multiplayer game

Please stay with me as I explain my question. I'm creating a multiplayer game. My design pattern follows broadly thoughts described in the post here. The idea is that each actor whether be it a ...
4
votes
2answers
520 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
896 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 ...
2
votes
1answer
547 views

Multiplayer in a game. How to design it object wise?

I was suggested on StackOverflow to ask this question here. I'm working on a simple game and I was thinking of adding multiplayer feature but I'm a bit stuck. I'm not sure what approach should I ...
0
votes
1answer
210 views

How to manage a multiplayer asynchronous environment in a game

I'm working on a game where players can setup villages, which can contain defending units. Any of these units (each on their own tiles) can be set to "campaign" which means they are no longer ...
4
votes
4answers
624 views

How do I write a simple 2-player server?

I've recently started learning JavaScript and HTML and developed simple 2-player game such as tick-tack-toe, battleship, and dots & boxes. However, these 2P games can only be played on one ...
5
votes
4answers
353 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 ...
2
votes
2answers
349 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 ...
5
votes
4answers
864 views

How significant is the addition of multiplayer to a singleplayer game compared to starting with multiplayer in mind?

Especially for game designers or software engineers, I was wondering how significant of an increase in difficulty/frustration/workload it would be for multiplayer to be an afterthought of a ...
1
vote
1answer
116 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 ...
3
votes
0answers
1k views

Use “Google Play Game Services” (Multiplayer feature) with LibGDX [closed]

i'm developing a simple game (for Android, using LibGDX Framework) and i would like to implement multiplayer feature to it. So, since the main project with the logic of the game in LibGDX is separated ...
8
votes
3answers
435 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 ...
5
votes
4answers
611 views

Tile-based multiplayer game: server and client load

I'm developing a multiplayer tile-based game (imagine habbo) and having some trouble with the movement. The idea is to click on a tile (target tile) so your avatar moves there and everyone can see you ...
-1
votes
1answer
150 views

Android TCG structural design [closed]

I started developing tcg for android, using ADT bundle. What is the right approach/way for making/storing cards/game info, local sqlite, some kind of data file? some service? or something else?
-1
votes
2answers
609 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 ...
4
votes
1answer
626 views

Player ranking using ELO with more than two players

I would like to use ELO to track player rankings between matches of a certain game, however the game can be played with up to four players in a match. I have seen games like Carcassonne use ELO with ...
1
vote
1answer
92 views

How to handle scaled aspect ratio multiplayer player coordinates

I'm building a cross platform multiplayer game. I'm using pixel graphics and starting at a small 256x144 16:9 aspect ratio That gets scaled up to larger 16:9 resolutions. The graphics look ok however ...
5
votes
2answers
247 views

What perspective is suitable for sharing a screen across a table?

I'm thinking about a 2 player 2D arena game for a mobile phone, but I have the obvious problem of gripping. To avoid this, I think it shouldn't be a problem to play one in front of the other with ...
0
votes
0answers
61 views

Implementing time slowdown in a multiplayer game [duplicate]

My game has first-person melee combat that is based on directional attacks that are controlled with mouse gestures. For example, a downward slash is most effectively blocked by a shield held up high. ...
0
votes
1answer
219 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
223 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
3answers
316 views

Is it worth having AI opponents step in for disconnected players in an online multiplayer card game

I have an online multiplayer card game resembling spades/bridge and I want to implement a system that autoplays when a client disconnects. Right now, there is a client and server. In the new system, ...
4
votes
1answer
444 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
vote
1answer
316 views

GameLoop architecture for local multiplayer

I'm writing a game for Android to which I want to add a mulitplayer mode (local multiplayer via WiFi/Bluetooth, not online multiplayer via server). I stored the exchange-code between the client ...
6
votes
2answers
192 views

What to do with old data?

I have a game - virtual soccer manager. It is browser based game. It is split into 'seasons' each of them takes around a half of a real year. The central game element is a soccer match, each team ...