Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

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1answer
86 views

What's wrong with my food generating code?

This script is intended to produce amount of (food) objects for the players over the network. What should happen is that when a player eats one food, another food object gets created in another random ...
1
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1answer
64 views

understanding game networking

I have been working on a real-time game, and am closing in on the point where I send and receive data. I have previously accomplished this before with a couple other test games, but I have never ...
1
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0answers
19 views

Networked projectiles in an authoritative server

I'm working on a multiplayer game, and I've implemented a simple enough player prediction (according to this great article) - which works well enough. What isn't discussed there, and my question here;...
1
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0answers
16 views

Client-side Prediction and Reconciliation for movement

I've explored the concept of client-side prediction with reconciliation quite a bit and there's one thing that puzzles me a lot. From what I've seen in most guides, the flow looks a bit like this: ...
1
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1answer
49 views

How to compensate for moving objects with client side prediction?

I'm implementing a game server that supports Star Control-like melee. So you have ships flying and shooting, with super simple velocity/acceleration/dampening physics to drive movement. I've read ...
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0answers
41 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 ...
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0answers
17 views

Where should I put code to be run on the client after connecting to a server?

I'm making a multiplayer game with Unreal Engine, and I need to run some blueprint code on the client after they have connected to the server. This includes creating the HUD widget, uploading the ...
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0answers
25 views

Instanced based game with multiple node instances

I have a nginx load balancer with 4 nodejs instances behind it, and one Redis server to share certain memory. My game is an instance game, similar to Diablo 2. Players can create "games" if you will ...
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1answer
73 views

Adding network support

I am trying to implement a simple game "Bulls and cows" in c#. It is a final project of my university course about design patterns. The target of the game is simple - try to guess the opponent number. ...
-1
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1answer
31 views

How to merge VRPN and Unity

I'm new to virtual environments, having worked mostly with Arduino and other physical applications. I'm trying to set up VRPN server on one of the computers in my lab to pass some triggers from a ...
1
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0answers
125 views

How can I detect disconnected clients in a peer-to-peer network of this topology?

I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
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0answers
21 views

Is it possible to stream the webcam via Unet (Unity Networking)

I've got my webcam on an ImageTexture in my Scene (with Vuforia), but now I'm struggling and I'm not sure whether it is possible to stream this picture to other players in the Multiplayer "game". I ...
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0answers
27 views

Unity Commands giving warning “Trying to send command for non-local player”

I am trying to spawn objects on the server(then spawn from server to client) calling from the client but I get this warning and it doesn't spawn: Trying to send command for non-local player. ...
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0answers
22 views

Random Disconnects on UNET

Using UNET, I can't host a game for more than a few minutes unless both server and client are on the same computer. It appears that I am not alone in this. Essentially, any latency problems or ...
0
votes
0answers
23 views

How do I instantiate enemys for dealing them damage and attacking them on Photon for Unity?

Ive done a tutorial for Photon Network server for Unity but now I have a problem, the player is not seeing the network player attacking or damaging the enemy. How do I instantiate these to ...
0
votes
1answer
57 views

Hide network latency for ingame dialog

I have a tick-based Multiplayer-RTS game: Client sends action to server at Frame n which will be broadcasted to all clients and executed at Frame n+x (x depends on network latency of slowest player) ...
0
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1answer
57 views

How do I know what to do with incoming network messages?

I am programming a 2D game in a server/client architecture with C# and lidgren. When a client sends a message to the server, how does the server know what to do with that message data? The client ...
0
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0answers
20 views

Unet 2D sync problems

I've studied Unet but I still can't get it to work right :( I have 3 problems. The first: I can't force player 1 to always spawn from a specific spawn point (and same with player 2). Therefore I've ...
0
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0answers
26 views

Need Server to Find Network Identity Components AFTER Initialization

I have a project that spawns bundles of prefabs using a procedural-generation script. Since the Unity networking tool will not recognize child objects as having their own NetworkIdentity, I then move ...
1
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1answer
61 views

4-player arena game networking model : dedicated servers? [closed]

So my question is not technically limited to 4-player games, but there has been a lot of games on steam lately (brawlhalla, duck game etc) that seem to be quite popular lately. My question is, are ...
3
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2answers
76 views

TCP Slow Start in Network Games

I'm getting latency issues in bandwidth intensive level transitions part of my game that are proportional to the distance to the server. I believe I'm hitting TCP Slow Start issues. It's also fine ...
0
votes
1answer
47 views

Why do games have different ports for different maps? [closed]

A little old example for that would be Metin2, this is the only game I know which have that, but there may be more. In Metin2 there are maps which are accessable through other ports. I'm not a ...
0
votes
1answer
69 views

Network interpolation wont work for local player

im currently developing a little duengon crawler. It should have lan multiplayer and it works great but i think im sending to much packets. Should i send packets over network, when a player moves in ...
0
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0answers
68 views

Multiplayer through blocked Firewall Ports?

im currently trying to develop a little game. I thought it would be a great idea to implement coop multiplayer, only lan. So i took kryonet and created a server. On my home wlan it works great im able ...
0
votes
1answer
58 views

Streaming player voice (client -> server) without (minimal) noticeable voice breaking

I recently started to jump into voice streaming for my RPG game, for players to communicate by a central server point. I use TCP packets to communication from client->server and from server->client(s)....
6
votes
2answers
288 views

Does it make sense to use both TCP and UDP at once?

After reading UDP vs TCP for data heavy realtime games - 2016, I'm wondering if it makes sense to use both TCP and UDP at the same time, but for different things: TCP for sending information that is ...
0
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1answer
134 views

Poker Game Multiplayer network logic

I created a single player poker game. Now I want to change it to a network game. I want to use Photon(for network) and Playfab(game server) or SmartFoxServer. My problem: I want to run important ...
59
votes
10answers
15k views

Is UDP still better than TCP for data-heavy realtime games?

I know that UDP is usually recommended for real-time multiplayer games with high data usage. Most articles are serval years old, and since ~80% of all data transmitted on the internet is TCP, a lot ...
0
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0answers
32 views

Resolving prediction error from client side prediction and server reconciliation

I am writing a network game based on Gabriel Gambetta's articles on client-side prediction/server reconciliation. I have client-side prediction down (using Box2D for prediction) as well as server ...
1
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0answers
62 views

Connecting to external computer with lidgren

I'm new to networking and thought i'd muck around a bit with lidgren before i start implementing it in my games, so i made a little client/server chat program that works fine on localhost and lan. I ...
0
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0answers
21 views

In a game scenario, how often should i send packets? [duplicate]

Should i send packets every frame or use interpolation? I would imagine interpolation doesn't stress both parties as much.
0
votes
1answer
66 views

What type of networking system should I use With LibGDX on Android?

I've been looking for a good way to implement multiplayer in an Android strategy game I'm working on, using LibGDX. What I found: The embedded LibGDX networking system Kryonet Google Play Services (...
0
votes
0answers
110 views

Unity stream webcam to other player (Multiplayer)

I want to make it possible, that I can draw on the stream of another player in my Unity game. The networked drawing works just fine, my problem is to stream the webcam. I've got the webcam input ...
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0answers
45 views

Authentication in network game servers

I'm currently building a UDP server that my game will talk to. The users will need to have an account created, either by using a Single Sign-On account such as Facebook or Google, or by creating an ...
0
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0answers
65 views

Unity Networking dedicated server hosting multiple game instances

I am making a multiplayer game on Unity that uses a dedicated server for the networking needs. From what I found a dedicated server is simply you Unity game compiled headless which only allows one ...
0
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2answers
83 views

How to deal with collision in a networked game?

In my game, my own character is extrapolated with client side prediction for smooth input response and all the other objects are interpolated. So Let's say I was at (20, 10) according to server and a ...
0
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0answers
33 views

Client to Server Messages Not Working; Issue with RegisterHandler?

We're building a game which uses two phones as gamecontrollers; the "view-phone" is attached to a Google Cardboard device and acts as our server, the other phone is a sword controller which needs to ...
0
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0answers
46 views

How to run Kryonet server inside Libgdx project and is it ok?

I am trying to add multiplayer to my game and I used Kryonet. I have written the server, requests and etc and the only thing that is in front of me is how to run the server, it is in the libgx project ...
0
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0answers
96 views

Communication between Photon Cloud game and web server [Unity3D; Photon]

I am creating a multiplayer game using Photon Cloud (Photon Unity Network). For storage of player data (profile, inventory, achievments) I use web server (asp.net mvc & sql server). How to ...
2
votes
2answers
153 views

Example/Tutorial of passing structured data over network C++

This is very general question, about strategies how to pack same informations about state of my game-world on server ( e.g. position/orientation of players, projectiles, etc. ) into data stream so ...
0
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0answers
79 views

Unity3d NetworkServer.SpawnWithClientAuthority

How do I spawn a gameObject with client authority from outside of the main client? I'm trying to make this function: http://hastebin.com/bobezisexa.avrasm But it keeps saying "trying to spawn ...
4
votes
1answer
91 views

Unity 5: Use Network Simulator, should I?

I am looking to test intelligent prioritisation of a client server game. In my scenario, two clients are connected to the server. I want one client to have a good connection to the server while the ...
0
votes
0answers
25 views

Paper2d Networking Issue

I followed the the Paper2d tutorial from Unreal Engine. At part 9 (youtube.com/watch?v=vwZVlgcMGI4) he adds a intelligent lift. It works fine but it's bugged in multiplayer. The Lift location is not ...
0
votes
2answers
160 views

How can I simulate the effects of network latency to test my lag compensation?

I am trying to observe the effects of lag compensation in my game by increasing my ping to 200+, adding loss, and by the limiting bandwidth to simulate wide area network delays using Network Emulator ...
1
vote
1answer
198 views

Unity 5 Command not being sent

I have a client server build in Unity 5. I want to send a command from the client to the server with a GUI button click, this is for testing purposes. So on my client all I want is to click a button ...
0
votes
1answer
125 views

Port forwarding client and server?

So, lets say i have a client and server sending information to each other. Do i have to port forward both the server and the client, or do i just port forward the server? If i have to do both, is ...
4
votes
1answer
219 views

Should I encrypt my multiplayer network traffic?

My plan has been to use RSA to exchange AES session-keys with a client, which is then used for all the usual in-game stuff. Clients never connect with each other, all communication is client to server ...
0
votes
0answers
57 views

Libgdx easy peer to peer connection

Background Information Since a few weeks I am trying to create a easy libgdx game... Maybe a bit similar to Binding of Isaac... But theres one thing which I want to implement as soon as possible... ...
1
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1answer
75 views

Entity Interpolation (Lost Packets?)

I'm working on a networked game for a while. I'm aware of client-side prediction and lag compensation (shooting) but I'm not sure about entity interpolation client-side. I'm sending update/sync ...
1
vote
2answers
127 views

Interpolation over a network - receiving and drawing an opponent in 1v1 game

I'm a newbie Java coder and I'm creating a 1v1 game with an authoritative server and two clients. My whole network is based on UDP packets: sending positions from clients sending confirmations ...