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

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1
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1answer
63 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 ...
1
vote
1answer
73 views

Tracking player location in realtime 2d mmo

I have read all of the answers here about tracking player locations, but still have some questions. I don't seem to understand how to do this efficiently, and feel that the internet could greatly ...
1
vote
1answer
167 views

What is the impact of many AI enemies on state replication networking?

Imagine an online coop style FPS or TDS game where say 2-6 real players fought large amounts (20-60 concurrent) of AI enemies. Could this style of game be reasonably networked over the internet using ...
-4
votes
1answer
84 views

XNA PC vs Monogame Online Multiplayer [closed]

I've got a mostly working PC game in XNA 4, and am looking to make it networked. From the documentation it seems that I can use XNA Networking through GFWL to do LAN sessions, but not online sessions ...
8
votes
3answers
315 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 ...
9
votes
3answers
355 views

How to avoid being throttled?

I'm writing a networked iOS game. When sending packets with GKMatchSendDataReliable (which I assumed was UDP with their own packet reception code written) at 60 packets per second (so 16 ms between ...
1
vote
1answer
110 views

How are UDP packets verified as authentic? [closed]

Hey I'm writing a game and have the backend written using a sometimes-reliable UDP scheme. I want to verify that inbound packets are actually originating from the player specified in the packets. My ...
3
votes
1answer
136 views

How to sync game tick in peer to peer game?

I am making a 2-player iphone action game using a synchronization service (in this case Firebase). The service allows state syncing through the internet, but I have to execute all game logic on the ...
0
votes
0answers
58 views

Articles (Technical/non-tehnical) about MMO engines [closed]

Now let me first get done with what unfortunately seems to be important: No I do not want to make the next WOW, neither do I wish to design an MMO myself. The following is purely for my own academic ...
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votes
0answers
25 views

Modeling objects coming down from a networked pipe on the client?

I've got an entity base class that contains information about a particular object that both the server and client know about, they're in a shared DLL. It's just a basic outline of entity information ...
-2
votes
2answers
111 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 ...
3
votes
3answers
171 views

MMOFPS Choosing protocol for high-traffic network (UDP or TCP)? [closed]

my question about the player position sender protocol. In this article, he says "Never use TCP for networking a multiplayer game". Ok but UDP datas are not ordered. In this case, if somebody walking, ...
2
votes
2answers
108 views

Broadcasting terrain data

How can i send from server to client a large amount of tile data? Having chunks of almost 2MB of data seems prohibitive to send this information just like that. Minecraft compress each chunk and ...
0
votes
1answer
70 views

Client send rate for network games

As I understand for a client server model, it's common practise to send input to the server and then the server applies the input to update the state of the game. The server then sends updates to ...
4
votes
3answers
283 views

Are there methods faster than Strings for sending a sprite's state over UDP?

I'm programming a 2.5D networked game in Java. The networking works like this right now: Create new networked sprite object at the client. Send it to the server. Server distributes and saves it. ...
2
votes
1answer
139 views

How to implement lockstep model for RTS game?

In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS ...
0
votes
1answer
99 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
1answer
106 views

LibGDX Cross Platform Networking

Backstory: I've been developing a game with LibGDX for the past two years, and I've seen it refactored more times than I remember. I jumped on the iOS iKVM port as soon as it was released. But I've ...
1
vote
0answers
135 views

DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?

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 ...
6
votes
1answer
143 views

Game Networking Update Packets

So, I've been working on a project for a while which is basically just a little 2D game. The fun/hard part is that I've been trying to make it work as a multiplayer game. Right now, the game is just a ...
4
votes
1answer
212 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 ...
3
votes
3answers
218 views

Best way to network the movement of 2D tanks?

I'm working on a multiplayer Flash game with a Python server and I have a quick question regarding how I should send positional updates for tanks for other players. Should I choose Option A: When ...
-1
votes
1answer
168 views

Asynchronous Game server [closed]

I am building an asynchronous multiplayer game (which can be compared whith a chess game) with Unity (up to 4 players in game). But I am stuck at choosing the server side solution. For me this kind of ...
0
votes
0answers
59 views

Syncing entities in a totally shared multiplayer environment

Typically, networked games designate a server (or host player) as being authoritative over all state shared between the players. Clients still simulate their own state, but also continuously ...
1
vote
3answers
196 views

Event-driven vs state synchronizing networking model

I was going through the Tribes network model and the network model used in Quake3. What I understand is that Tribes is more of an event based model where as the Quake model uses game states and delta ...
0
votes
1answer
58 views

Would a custom mod built for RakNet be automatically usable with Unity?

Context: I'm interesting in developing a security module for servers that handle mobile games, and I'd like it to be usable by the most people possible. So I'm trying to decide what server software I ...
-1
votes
1answer
126 views

Server fixed timestep not running at 30Hz but way way too fast [closed]

I'm trying to make my game's server thread run at a fixed 30Hz but can't figure out how. Basically, before I just had a stupid while(1) { //do everything as fast as you can} which means that for my ...
1
vote
2answers
272 views

Packet handling system architecture?

I'm working on a multiplayer Flash game (ActionScript 3) with an accompanying server written in Python and I'd like some tips regarding networking, and specifically, the handling of packets and ...
6
votes
2answers
241 views

Networking Questions: Serialization and Frequent Small Packets or Fewer Large Packets

I'm working with a socket server and I'm trying to decide how to update all of the clients. I'm currently sending few packets with entire objects serialized in JSON. In most cases this adds a lot of ...
0
votes
1answer
83 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 ...
-1
votes
1answer
203 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 ...
4
votes
0answers
188 views

Structuring server-side networking with entity-component systems

I've been working on an online game, and recently have been working on converting the base of the game to use the Artemis Entity System Framework. I'm having a bit of difficulty conceptualizing ...
1
vote
1answer
56 views

synchronizing view state between nodes in a rendering cluster

I'm building a display wall demo application. The environment: N machines, each driving up to six displays Wired gigabit switch OpenTK application to draw the pretty pictures, running 1 copy on ...
1
vote
1answer
193 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 ...
3
votes
1answer
100 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 ...
2
votes
0answers
86 views

What's a simple way of sending game data between phones?

Using windows phones I need to send small amounts of data between phones in a turn based game. It's only a few bytes of data and does not need to be real time, something like in wordfeud or similar. ...
-1
votes
1answer
113 views

Two characters controlled by one set of controls? [closed]

I am using Unity 3D to make a multiplayer game using the Photon Network package in the asset store. I have initiated two characters controlled by a Mecanim script, and they both have animations. ...
4
votes
1answer
159 views

Networked Physics - Interpolation Causes Physics Engine to Explode

A major issue I am encountering right now is that my physics engine (BEPU) and my network interpolation are conflicting with each other. The player is a physics object, and so the physics engine ...
2
votes
1answer
101 views

Efficiently storing game states history for physics?

I would like to store the history of a box2d simulation. Currently I can't find any built-in mechanism for that. I need to store the states of all non static objects in the last second, mainly for ...
17
votes
4answers
636 views

Tricks in game mechanics to avoid dealing with network lag compensation?

Implementing network lag compensation is hard, how to avoid it? Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
7
votes
4answers
294 views

Run a physics simulation on both client and server?

I'm implementing a multiplayer asteroids clone to learn about client/server network architecture in games. I have spent time reading GafferOnGames and Valve's publications on their client/server ...
0
votes
1answer
228 views

Anyone know good network Java Tutorials for Game Dev? [closed]

I'm trying to create a very basic pong game with Java that can have two users on two different computers and one will be the host, or a computer can just be a host and the other two clients connect, ...
0
votes
2answers
134 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, ...
3
votes
3answers
366 views

How do I prototype an online game?

I would like to know if you guys know of any libraries, engines, or even simply design patterns that heavily simplify the task of sharing information and sending of messages between networked ...
1
vote
1answer
182 views

Server architecture software side

I'm making a game some like Terraria. I have a couple of prototypes, but most of them use a "entity-component-system"(ESC) and some custom terrain implementation. Now I've reached the part where I ...
1
vote
2answers
200 views

Networking dynamic game worlds

I'm working on a 3D massively multiplayer space game in C++ and I'd like some advice from experienced game developers. Essentially, the world (universe) simulated on the server is absolutely dynamic, ...
3
votes
6answers
294 views

Should Client->Server/Server->Client packets be separate?

When working on network packet structure for games, what is more efficient (in terms of code structure) for packet reading for client/server? Currently, Our packet structure is to send the packet ID ...
-4
votes
2answers
255 views

UDK - Where might one look to begin developing a standalone multiplayer system?

To be brief, I'd like to create and integrate my own network handling system that would support 500+ players into a UDK project. Best I have understood various guides and online references, the most ...
7
votes
2answers
255 views

How to handle entity path-finding and movement in a large networked world?

Considering the image above with tiles split into 32x32 boxes, I have an entity which is marked to 'aggro' nearby players that come close to it. I'd like this monster to ideally chase the player (and ...
0
votes
1answer
253 views

Turn based card game multiplayer: http polling or TCP

I am working on card games for mobile devices. For multiplayer I will be communicating through a central server. For the purpose I sorted out three options: HTTP polling TCP Websocket (client ...

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