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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-1
votes
1answer
197 views

How well (or badly) does Minecraft SMP scale?

Has anyone tested and collected some data about how well does Minecraft SMP scale, with an increasing number of players (up to large amounts of players)? I.e. the bottlenecks are: mostly in the ...
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
407 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
4answers
460 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 ...
1
vote
1answer
308 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
166 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 ...
4
votes
2answers
575 views

Collision detection in pong style multiplayer network game

I've recently implemented an authoritative server (node.js with socket.io) for a multiplayer pong game. I've looked at client side prediction and fixing timesteps and starting to grasp the notion of ...
5
votes
2answers
790 views

Get timing correct with client side prediction

I believe I've got my head round CSP after reading Gabriel Gambetta's blog, Valve article and buildnewgames.com but having an issue understanding the time execution of everything. So if a player ...
1
vote
2answers
529 views

I would like to build a 2D multiplayer game. Do I need a game engine or not?

I plan to build a very basic 2D game in html5: it's purely a map divided in 2D equal square tiles. A player can click on a tile to see the message "behind" a tile. Once open, other players can't open ...
3
votes
1answer
767 views

How to structure (the code in) a multiplayer game

I'm working on a rather small project where we will be developing a small engine, a client, a server and an editor of some kind. It's a component-based 3D engine with basic systems like Rendering, ...
2
votes
1answer
602 views

Browser UDP Relay with TCP Websocket

I'm wondering if this is possible and what obstacles I might face. I have a game that's browser based, and since I can't send UDP packets from a browser, Can I use a plugin that the browser connects ...
2
votes
1answer
130 views

How do I manage multiplayer login?

How is the typical login, loading the level and spawning handled? For example: Client sends "iwanttologinwithcharacterx" Server does some validity checks and instantiates characterx Server sends ...
2
votes
2answers
370 views

PHP Browser Game Private Messages?

First off, I'm asking this question here because gaming and messaging are intimately connected. Why win if you can't gloat? Nevertheless, I won't be offended if this needs to be moved to overflow. ...
-2
votes
3answers
7k views

Writing a server for a multiplayer game

I've been looking on the internet, but I can't really find any good answers to all my questions.. I started to think about writing a little multiplayer game on my own and after thinking and thinking ...
0
votes
2answers
196 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, ...
2
votes
1answer
980 views

iOS game integrated with Facebook - Random game

How could I implement a random game for iOS via Facebook. I registered my game with Facebook and done everything so far... Can Facebook do such a thing? EDIT I connected my app to Facebook, I can ...
1
vote
1answer
543 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
2answers
1k views

Sync clocks on a real time multiplayer game - Is this ok?

I'm developing a multiplayer game through Gamecenter in unity with prime31 plugin. This is how I sync the clocks of the two players (right now there will only be 2 player in one match), and I wanted ...
1
vote
1answer
291 views

When and where should I calculate collision response with multiplayer physics?

I've troubles wrapping my head around multiplayer physics and collisions on the client side, so far I interpolate the state of my network entities ( position and velocity ) of the other clients based ...
0
votes
1answer
146 views

Transmit map vs Transmit seed

Given a map created with procedural generation algorithms, should the server transmit the seed used to generate this map (so client must contain the same algorithm) or maybe send all the information?. ...
7
votes
1answer
552 views

Timestep in multiplayer game

I'm trying to wrap my brain around the concept of creating a server/client multiplayer experience. My problem is mainly related to timestep. Consider the following scenario: A client connects to ...
6
votes
2answers
360 views

How can I debug live multiplayer servers effectively?

I have a multiplayer server made by a small team of developers and we have bugs that crop up on our live server occasionally that we simply can't reproduce while playing with our small team on a live ...
1
vote
2answers
628 views

Multiplayer game sdk for ios and android [closed]

I am working on a multiplayer game supporting Android and IOS. For IOS Game-Center seems promising. But its IOS only. OpenFeint could be a option, but now GREE has stopped supporting it. Is there ...
14
votes
2answers
2k views

How should multiplayer games handle authentication?

I've been lurking around to understand how an authentication system would work in games, but after many searches, it seems that working with ssl/certificates could be a little complicated for just a ...
210
votes
12answers
11k views

Is there an optimum set of colors for 10 players?

I need to identify 10 players with a unique color for each on the map. Is there an optimum set of 10 colors to use in this case? Every set I come up with has some colors too similar. Update: I was ...
1
vote
1answer
204 views

Handling increasing numbers of users (server)

For this post, we'll assume my game is multiplayer chess as it essentially requires the same functions. User logs in to the server and requests a game - the server provides a simple matching service ...
1
vote
0answers
87 views

Multiplayer approach for tablets on wi-fi (FPS/TPS)? Server authority, etc [closed]

Looking for some guidance or what has worked well for others in implementing a multiplayer FPS/TPS type game on tablets (probably just 2-6 players at a time). The main issue being that ...
3
votes
1answer
278 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
2answers
296 views

Zelda like multiplayer combat

I have in mind coding a multiplayer game with a similar combat to zelda's. Since i will use flash, i'm limited to use TCP. My question is, is this goal possible? It's not as fast-paced as some ...
7
votes
4answers
1k views

Multiplayer online game engine/pipeline

I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other ...
2
votes
1answer
734 views

Scripting for a C#, multiplayer game

I have a multiplayer game written in C# and we've recently been creating a lot of content but have been looking for a way to give our entities customization logic that the designers can hook into. I ...
9
votes
2answers
1k views

Android real time multiplayer over LAN [closed]

I've developed several games for the android platform and now planning to create my first multiplayer game. What I have in mind is basically just a 2-player game witch you can play with 2 phones over ...
1
vote
1answer
456 views

Efficient existing rating system for multiplayer?

I would like to add a rating for online version of a board game. In this game there are many game rooms each normally having 3-4 people. So I expect that player's rating adjustments (RA) should ...
8
votes
3answers
401 views

How to prevent a hacked-server from spoofing a master server?

I wish to setup a room-based multilayer game model where players may host matches and serve as host (IE the server with authoritative power). I wish to host a master server which tracks player's ...
1
vote
0answers
97 views

How do I add multi-player to a Windows mobile game? [closed]

I have an XNA game on WP7.5 and I like to add a multi-player mode, but I really don't know what to do. At first, I tried it with WCF, but that was really slow for the game. Are there any other ...
3
votes
1answer
2k views

Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?

I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging. I'd like ...
2
votes
1answer
191 views

Does concurrency inherently introduce “randomness” into a game?

When a game is implemented with concurrency (as most games are), does this necessarily, by its very nature, introduce an element of randomness into the game that is outside of the players' control? ...
2
votes
0answers
62 views

Group Matchmaking [duplicate]

Consider different groups(1 or more players) queuing together, we want to make 2 opposing teams containing each the same amount of players while keeping the groups together. At the same time we want ...
-1
votes
1answer
234 views

Sending A Class Packet [closed]

How would I be able to send a class through the internet like this. class Player { public int Health; public Player Copy() { return this; } } And do this. SendPacket(new ...
21
votes
9answers
1k views

Techniques to prevent non-official clients in network gaming?

In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app? I realise there is probably no ...
3
votes
2answers
223 views

Implementing a multilanguage AI contest platform

This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge but instead ...
4
votes
6answers
800 views

Developing an ELO like point system for a multiplayer gaming site

I'm currently working on a gaming site where users will submit virtual players for different games, like Chess, Nash, Backgammon, Go, etc. The idea is that users don't compete themselves, but through ...
12
votes
2answers
323 views

Are there tools for testing multiplayer code?

Are there reliable tools that can simulate real life-like network conditions e.g. networks with different bandwidth, different latencies, packet loss etc...?
1
vote
0answers
109 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
625 views

Better ways of handling the server for a Multiplayer Browser Based Game [closed]

I am looking to create a multiplayer browser based game, similar to tribal wars and such, and i'm trying to think of better ways of handling the server, for example when troops and buildings are ...
4
votes
2answers
632 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 ...
2
votes
2answers
229 views

What sort of data should be sent for mouse-based movement in a multiplayer game?

I'm new to the Multiplayer Rodeo here so please bear with me... I am just getting started and I'm trying to figure out how to deal with movement. I've looked at the question Best way to implement ...
8
votes
4answers
384 views

How would I balance a multiplayer competitive game

I'm looking at my first foray into developing a game, and would love to know whether you guys have any thoughts on game balancing on limited multiplayer games. The game I have in mind involves a ...
5
votes
1answer
251 views

Has anyone tried using one of those BAAS providers to create mobile games?

I'm hearing a lot about different companies offering back-end as a service (BAAS) for mobile apps but it seems like none of them are very successful with mobile games. Is there any reason why not ...
2
votes
2answers
687 views

Game Database Connectivity Java

I'm developing a simple multi-player puzzle game in Java. Both players should be able to view the same game board on his own computer. Then, when one player makes an action in the game (ex. drags an ...