Played by multiple players, cooperatively or competitively, locally or remotely.

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0
votes
1answer
175 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 ...
8
votes
3answers
628 views

How can I keep two racing players synchronised?

I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform. The two player ...
3
votes
2answers
287 views

How do I maintain an online users list?

In a multiplayer JavaScript game client, is it a good idea to poll the server periodically to refresh online user list, or keep track of joined/left users? Is there a better option?
3
votes
1answer
794 views

How many leaderboards can I have in Android via Google Play?

Question is simple. I have one game with multiple levels(say around 90) distributed amongts different amongst different worlds. Am I reading this right and it means I can only have 70 individual ...
0
votes
1answer
2k views

Android local multiplayer

I am working on a FPS game for Android and I want to make a support for local multiplayer with no additional devices or server required. One of the player's devices would serve as a server, getting ...
1
vote
1answer
948 views

Hobbyist game dev, want to create async multiplayer game. Are server costs manageable? [closed]

I want to make the game I want to play, and that game happens to be an asynchronous multiplayer game. Think Hero Academy or Hearthstone, where there are 2 players and each submits moves to a central ...
8
votes
3answers
7k views

Limitations of p2p multiplayer games vs client-server [closed]

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
327 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 ...
1
vote
1answer
185 views

Server-side game state computing for multiplayer gaming [closed]

When making multiplayer game ( some abstract game ). Controlling actions from players are collected on the server side and changing the World's state. There are several ways to organize it: Most ...
0
votes
1answer
2k 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
1k 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 ...
1
vote
3answers
368 views

Send info about gun shots via UDP

I am writing a small multiplayer game in C++. But I am confused about how to send info about gun shots to achieve best performance. I am thinking of different ways to do that: Let's say we have a gun ...
0
votes
3answers
956 views

Multiplayer object interpolation

Currently I'm participating in a multiplayer game project as a network developer. Unfortunately, however, I'm facing an interpolation problem which makes game objects look like they are 'jumping/...
-1
votes
1answer
158 views

Show message to one player issue in multi-player game

I Needed to show message to only one person of the multi player game,i am using smartfoxserver to developed a board based game and in this game how to differentiate 2 players in unity c#,and also how ...
1
vote
1answer
500 views

Syncing world in a multiplayer

I have been working on a client-server architecture for my multiplayer game. The server is used for communication between Clients. There is no cheat control because I trusting all clients :) I don't ...
3
votes
1answer
215 views

Input prediction and server re-simultaion

I have read plenty of articles about multiplayer principles and I have basic client-server system set up. There is however one thing I am not clear on. When player enters input, it is sent to the ...
8
votes
4answers
544 views

Clientside anticheating in multiplayer game 1vs1

I'm developing a simple card game, where there will be a matchmaking system that will put you against another human player. This will be the only game mode available, a 1vs1 against another human, no ...
9
votes
2answers
3k 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 ...
0
votes
1answer
358 views

Feasability of mobile 2D multiplayer RPG game with interactive bitmap background

I'm looking to develop a 2D multiplayer RPG game for Android, with a bird's eye view similar to that of zelda/pokemon. The game is very simple in all ways since my intent is for thousands of players ...
8
votes
4answers
268 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. ...
5
votes
1answer
915 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
139 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
890 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
304 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
195 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
646 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
2k 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
156 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
400 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
62 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
571 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
107 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
745 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
537 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 ...
1
vote
2answers
568 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 ...
8
votes
2answers
2k 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
698 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
224 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
510 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
206 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
216 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
90 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
67 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
476 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
895 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
322 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 (...
5
votes
2answers
2k 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 PC/...
0
votes
1answer
2k 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
633 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 take,...
0
votes
1answer
302 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 ...