Questions tagged [multiplayer]

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

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2015 android multiplayer server based Implementation

There are a lot of old posts about multiplayer implementations on SE, so i'm looking for an up-to-date answer. What is the best server-client implementation of real-time multiplayer now? I have an ...
baconcheese113's user avatar
2 votes
1 answer
1k views

Building a simple bomberman game with Node.js and Socket.io [closed]

I'm building this game mostly because I want to experiment with Node.js and Socket.io, and the game is more like a proof of concept. To start with, I have a 2D grid system as the game map. ...
Arch1tect's user avatar
  • 297
2 votes
1 answer
495 views

Why is the ownership fixed when synching objects?

I'm creating a billiard game where one white ball will be controlled by two online players. I have set my object photonview to ownership takeover. When a player shoots the ball in one client, it is ...
mirzahat's user avatar
  • 277
2 votes
1 answer
885 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 ...
EvilFonti's user avatar
  • 121
2 votes
1 answer
929 views

Mixing interpolation with extrapolation in multiplayer game

I am creating a multiplayer drag racing game and have difficulties mixing extrapolation and interpolation. To save network bandwidth i am getting information from the opponent only on his button press,...
Marius Kurgonas's user avatar
2 votes
1 answer
835 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,...
Ninetou's user avatar
  • 121
2 votes
2 answers
580 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 ...
Arin Aivazian's user avatar
2 votes
1 answer
147 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 ...
Wynand Pieterse's user avatar
2 votes
2 answers
1k 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 ...
Mathieu's user avatar
  • 141
2 votes
1 answer
3k 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 ...
Taurian's user avatar
  • 121
2 votes
1 answer
2k views

Simple WP7 pong game with real time multiplayer using sockets

I'm making a pong clone for Windows Phone 7 and I'd love to add a multiplayer option. I've been trying to use this Ricky Tan's tutorial: Link The problem is it is designed around the platformer ...
Nexus1216's user avatar
2 votes
0 answers
71 views

Multi-account using Steam

I want to test multiplayer features for my game on Steam. Each player in the game must have an authenticated Steam account. Is there a Steam feature to allow multiple developer accounts? Or if I were ...
Jay's user avatar
  • 810
2 votes
0 answers
95 views

Client Side Prediction Doesn't Work with Fluctuating Latency

Ive been working on a prototype for client side prediction in multiplayer games, Ive managed to make it work but for some reason the prediction breaks when the latency fluctuates. For example if I ...
Graziano Bolla's user avatar
2 votes
0 answers
65 views

How to route players in the same "room/match" to the same server?

I have a system where clients are connected to one of many servers sitting behind a loadbalancer with WebSockets. No matter which backend server clients are connected to, I am using a messaging ...
user482594's user avatar
2 votes
0 answers
811 views

How to manually kick players in new Unity Input System

Using the new Unity PlayerInputManager, I'm trying to create a page in the pause menu of the game where players can remove other players from the game. It's a ...
Addison Shuppy's user avatar
2 votes
1 answer
835 views

How do multiplayer servers handle receiving, handling, and sending packets?

I want to make a fighter jet simulator game. The server (authoritative) and client communicate over udp. The server sends out updates about the gamestate at a fixed rate. Think of plane positions, ...
AnnoyinC's user avatar
  • 198
2 votes
0 answers
108 views

Sidecar Processes in Unity?

I'm a .NET Core web developer trying to learn Unity. In web development, if I want to perform more than one domain function at a time, I either want to run it as a totally separate service (disjointed/...
Sienna's user avatar
  • 121
2 votes
1 answer
509 views

What to use instead of UNet? [closed]

If you look at this Link you'll see UNet is deprecated and will be removed in the future. I'm developing a mobile multiplayer game, i've red official advise about it but they say "You can publish it ...
PapaJohn's user avatar
2 votes
0 answers
307 views

How to make an authoritative multiplayer game deterministic for all clients? [closed]

I'm starting to create a multiplayer online game, with an authoritative server. As it is, the clients send inputs to the server which do the simulation and then send back to clients the updated state. ...
Roberto Gomes's user avatar
2 votes
1 answer
2k views

Delayed linear interpolation for networking

I'm trying to implement the delayed snapshot interpolation presented at Valve's article and also Gambetta's. My current implementation is almost identical as described in the 'Multiplayer object ...
Lucas Montenegro Carvalhaes's user avatar
2 votes
0 answers
2k views

How to override the NetworkManager in Unet properly?

I need some customization on the NetworkManager Class for my game I'm working on. I've read, that it's pretty common to override stuff from the NetworkManager. So I've implemented the NetworkManager ...
TobiasW's user avatar
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2 votes
0 answers
2k views

Modern examples of Multiplayer Network Architecture [closed]

There's a lot of documentation on Multiplayer Network Models for games from the early 2000's (Quake3, Unreal, Counter-Strike, Source Engine) which go through concepts such as client-server ...
Willem's user avatar
  • 231
2 votes
0 answers
172 views

Does the latest version of Python have libraries for easy host/server connections? [closed]

We're working on a turn-based multiplayer Risk-type strategy game in Pygame, and I was wondering if there were any pre-existing libraries like PodSixNet that worked for Python versions 3 and up that ...
Cobalt's user avatar
  • 181
2 votes
0 answers
106 views

Improving Position Sync Bandwidth Usage in a Multiplayer Game

This is the class i use to sync position between clients in a multiplayer top-down 2D shooter game: ...
starikcetin's user avatar
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2 votes
0 answers
1k views

SignalR For Multiplayer Game Development [closed]

I've been working with SignalR for live chat and notifications in .NET platform and was wondering how much is it worth for working on games development? I've made ...
Shihan Khan's user avatar
2 votes
0 answers
87 views

How to detect when client state drifts from server state?

I'm obviously talking about an authoritative server to which client sends commands and gets state updates. My question is when I get a position update and know how many milliseconds ago it was ...
zoran404's user avatar
  • 494
2 votes
0 answers
691 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each node/...
WAR10CK's user avatar
  • 131
2 votes
0 answers
123 views

Need to boost the number of simultaneous players in single (existing) game with Unity3d

I have created a turn based multiplayer game (with Unity3d) in which three teams battle to finish constructing a cake before one another. The game mostly targets on entertaining kids at certain venues....
user4680306's user avatar
2 votes
0 answers
153 views

Pitfalls in designing a coop dialog system [closed]

I like the complex, branching structure of games like visual novels and RPGs like Mass Effect. But I also like multiplayer cooperative games. So I thought, "What if there was a multiplayer dialog ...
Thane Brimhall's user avatar
2 votes
0 answers
463 views

Cocos2D v3 and Physics simulation on server

I'm trying to develop a real time multiplayer game using Cococs2d v3. The game is basically a side scrolling racing game. I wanted to develop the client using Cococs2d for iPhone, and the server side ...
Kevin Hury's user avatar
2 votes
0 answers
79 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 ...
Simon Kérouack's user avatar
2 votes
3 answers
470 views

Game engine that allows for objects being placed in-game [closed]

I am looking for a game engine with multiplayer support that allows for players to place objects in the terrain. (eg. in TF2 one can place teleporters, etc... or in minecraft one can place blocks). I ...
JosephG's user avatar
  • 357
1 vote
1 answer
413 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 ...
Kromster's user avatar
  • 10.6k
1 vote
1 answer
382 views

Wise approach to becoming good at C# XNA

Would finishing an entire course about C# at HomeAndLearn.co.uk and then jumping into XNA be a wise path to take? Ultimate goal is to create a multiplayer 2D game.
Spam's user avatar
  • 11
1 vote
2 answers
160 views

Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the ...
Nikos's user avatar
  • 141
1 vote
1 answer
1k 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 ...
Ron's user avatar
  • 656
1 vote
1 answer
185 views

What makes the network coding for MUDs different from that of MMORPGs?

(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.) I can understand why the network coding for MMORPGs is so complicated ...
joshisanonymous's user avatar
1 vote
1 answer
385 views

How to generate join codes?

I'm hoping to use a four character join code so people can join a game. I was thinking of making random codes, which would be about 1.4 million different possible codes. I like the idea but I don't ...
tazboy's user avatar
  • 75
1 vote
2 answers
192 views

What is a cheap (better free) way to make multiplayer in a shooter?

I'm a newbie indie, so I don't have a budget for a game. But I'm making a 3rd person shooter and I need multiplayer for it. It's a mech shooter, so it won't have very fast movements, meaning I don't ...
curly brace's user avatar
1 vote
1 answer
2k views

how to store game state for a multiplayer board game eg. poker

First Approach: Store the state in database and play with database queries. Could a database handle the load, as poker is quite fast paced, and I have to query/update database for each player move. ...
user3995789's user avatar
1 vote
2 answers
780 views

How can I get almost pixel perfect collision detection in a multiplayer game?

I'm currently working on a multiplayer game for iPhone. The problem I have, as with all multiplayer games, is that the other user will always see everything at a non-constant delay. The game I'm ...
Freddy's user avatar
  • 125
1 vote
2 answers
243 views

Before multiplayer match setup

I am implementing a before-match setup in following way: Users request a multiplayer match (click "New Game" button or similar) After enough users request the match – connection is established Users ...
AllCoder's user avatar
  • 193
1 vote
3 answers
659 views

Authoritative vs REST (server)

I am filling out a Godot user survey, and I'm not sure how to answer this question: Do you use (or plan to use) networking in your games? * Yes, for real-time peer-to-peer multiplayer Yes, for ...
user406126's user avatar
1 vote
1 answer
5k views

What exactly is a lobby in technical terms?

I've searched afar in google but it seems to have different technical meaning for different games and game engines. what I know is a lobby is a space where people come together and then when certain ...
Allahjane's user avatar
  • 719
1 vote
3 answers
1k 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 ...
iamnp's user avatar
  • 143
1 vote
2 answers
1k 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 ...
Pedro Martins's user avatar
1 vote
1 answer
355 views

network programming: simultaneous IO over sockets?

In my curses based game, I decided to add multiplayer functionality over net, in addition to one-keyboard mulitiplayer game. I use switch loop and in case it's 1st user's buttons, user 1 is acting ...
JalilKarimov's user avatar
1 vote
1 answer
138 views

How to replicate damage between users in a MUD

I'm working on a text-based MUD (Multi-User-Dungeon) in C++, but the most important thing in a MUD is the MU (Multi-User). Is there any easy way to implement these mechanics? I want a player on one ...
Henery Johnson's user avatar
1 vote
1 answer
5k views

UE4 Multiplayer how to replicate Player name in lobby

I've been working on a little 1V1 snipper project to try and get a better grip on the replication and the game framework of unreal engine. So after the core gameplay, I'm trying to make a lobby ...
Carl Boisvert's user avatar
1 vote
3 answers
1k views

Is it possible to store ALL game data on the sever side

I want to make a game where everything is supposed to be a surprise. Everything from the maps to the enemies, no guides what so ever. For a normal player it may not be a big deal but some people may ...
Orbital's user avatar
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