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

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2
votes
1answer
36 views

Lidgren peer to peer

I am currently integrating Lidgren into my Unity game. I need to move away from the built in networking capability in Unity because of the style of game I am making, basically MMO, I will have far too ...
0
votes
0answers
40 views

Client-server architecture with box2d

I am running a client-server architecture with an authoritative server running box2d and the client running box2d as well. If gravity is set to 0, is there any point to linear interpolation and ...
1
vote
0answers
27 views

Unity 3D Photon Network wait for all buffered RPCs to be called

I am having a lot of fun with the Photon Network asset, and I'm having this issue where I need to instantiate the players at different spawn spots, but not in a random way, instead I thought it would ...
0
votes
0answers
21 views

How should I approach building an authoritative turn-based multiplayer server that manages all games being played? [closed]

I'm building a tactics game in Unity, similar to frozen synapse, where both players plan out their turns and submit their plan to one server. Once both players have done this, the server decides what ...
-2
votes
0answers
46 views

Programming Honours Project [closed]

I am a student studying Computer Games Technology, which aims to teach C++ with comp sci topics and apply them to developing game engines. I am entering my fourth and final year and have to pick a ...
2
votes
1answer
41 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 ...
1
vote
3answers
99 views

How to handle network game [closed]

I'm currently building my own game using LIBGdx in JAVA but i'm facing some trouble. My game is base like this : A player have a position and some other parameters that are float, int types. He also ...
1
vote
1answer
73 views

How do console games avoid port forwarding with user hosted servers?

On AAA xbox games (Call of duty, etc.), the company acts as a matchmaking service but the users host all of the games. Because not everyone has ports forwarded on their router, how do these games ...
1
vote
1answer
69 views

Inventory management syncronized network

I'm implementing an inventory system with items in 1x1 slots in a open-world multiplayer game. But I can't decide how I want to synchronize the item management with the server. I see two options here. ...
-1
votes
0answers
42 views

What do most MMO network architextures use a front end server to sort the messages and send them onward to the correct server?

If for example 2 players are in zone3.. players 1 casts a fireball towards the direction of player 2.. Why should this message be sent to the frontend server for sorting when we can just send it ...
0
votes
1answer
52 views

Decentralized Matchmaking in Unity?

I'm making a card-playing game, similar to Magic Workstation. I've been looking into several options for networking. I have a working LAN version with the build in Unity networking, as well as Photon ...
1
vote
1answer
51 views

Using peer to peer for prediction in a client-server network model

By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
0
votes
0answers
41 views

Client side latency when using prediction

I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the ...
5
votes
2answers
419 views

How to sync client and server at the first frame

I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to ...
0
votes
2answers
175 views

UDP Netcode Architecture for Fighting Game

I am programming a fighting game that uses a UDP client/server architecture for multiplayer. The server can handle multiple clients, two of which (or one being the server) are playing and the rest are ...
0
votes
1answer
57 views

Google Play Game Services - Handling messages via p2p, host or no host?

I am developing a real time multiplayer game using Google Play Game Services. The underlying networking is done via P2P. Everything I read says I should still have a game host that sends out all the ...
1
vote
0answers
27 views

What are options for cross plaform peer to peer? [closed]

I'm looking for Windows 7/8, Android, iOS and possibly Windows Phone support I've looked at: libjingle. It holds promise, but looks complex to integrate and doesn't seem to offer Windows Phone ...
0
votes
0answers
71 views

Realtime Multiplayer Server for Backgammon in Unity2D

I am doing a project as a student. As I'm developing a Backgammon game for iOS and Android. I have faced the problem of choosing the best method for my server. In this game users will join a room to ...
2
votes
2answers
198 views

Kryonet usage for game networking

Im making a game where real-time data is exchanged between server and clients, and I was using java UDP sockets straight up, but I reached a point where I actually need to know if a few specific ...
0
votes
0answers
32 views

how to guarantee the order of response in a service-oriented mmo server cluster

i'm working on a mmo server these days. it's a service-oriented architecture, every service is one process which processes a specific type of request, and i have inventory service, battle service, ...
1
vote
0answers
58 views

Any easier way to add networking to an XNA game? [closed]

I know that the MSDN has an article on this but I'm not developing for Xbox so I'm not sure if I should use NetworkSession or LocalGamer etc etc because I think they are Xbox only. But I haven't tried ...
1
vote
1answer
95 views

game server/client user input/event handling

I'm currently getting my feet wet in the realm of networking, so I set a goal to make a simple client/server game using SFML for both graphics and networking. In my head it seemed easy at first, but ...
2
votes
2answers
137 views

How to synchronize the ball in a network pong game?

I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
5
votes
2answers
235 views

How can I synchronize ocean waves over the network?

I've been performing a little bit of research in my spare time on ways to increase the interactivity of environments in a networked game or simulation. One of my areas of research is fluid-dynamics ...
0
votes
1answer
26 views

Is there an equation to determine when to invoke extrapolation in response to lag?

I've implemented interpolation to smooth character drawing in my networked game. But now I want to fall back on extrapolation if too much time has passed from a user sending an update and the ...
2
votes
2answers
98 views

Is there a maximum delay an UDP packet can have?

I am currently implementing a real-time network protocol for a multiplayer game using UDP. I am not having any technical difficulties, but as I always have to care about late UDP packets I am ...
0
votes
0answers
23 views

How can i get latency when using Game Center?

I'm pretty new to network programming. Basically I'm using game center for making a relatively simple iPhone game using Game-center p2p. However i'm now working on a algorithm to improve the ...
1
vote
1answer
63 views

Packet Loss Affecting Client-Side Prediction

I have been reading about client-side prediction lately and I have been thinking of ways to implement it into my multiplayer game. I think I have a pretty good understanding of client-side prediction ...
14
votes
5answers
2k views

Networking for Real Time Strategy games

I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic ...
5
votes
1answer
116 views

Replacement for XNA Lobby?

I am looking to implement with the Microsoft Windows Live game lobby. Since Microsoft has deprecated XNA, I am wondering if it is still possible to interact with the game lobby they provided in XNA ...
0
votes
2answers
179 views

Multiplayer game object prediction & server reconciliation

In the game we have 3 objects. Player 1 Player 2 Ball The game is simulating in the server. The players simulated with Prediction and Server Reconciliation. It's working smooth with 100ms - 120ms ...
0
votes
1answer
226 views

Why bother with server-side hit detection?

Valve's hit detection tracks player positions from when the bullet fired and then tells clients only whether the hit happened, but I can't see why that is necessary in the first place. Does ...
13
votes
2answers
2k views

What to send to server in real time FPS game?

What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
1
vote
0answers
266 views

Photon unity networking PhotonNetwork.Instantiate issue [closed]

I am using Photon Unity networking. I am using the PhotonNetwork.Instantiate function to spawn players on local and remote devices (iOS and android). Newly connecting players automaticaly spawn at ...
3
votes
1answer
165 views

How frequently do my game server need to message the client?

I am writing a game-server and a game-client. In the client there is a game loop that has a delay of ~16ms (because that would be nearly 60fps). All the logic is at the time handled at server side so ...
0
votes
0answers
159 views

Shooting on an Authoritative Server StackOverflowExecption error (uLink and Unity)

I am trying to get shooting working on an authoritative server example found in http://developer.muchdifferent.com/unitypark/Tutorials/uLinkPhysicsOnServer (ULink is used to create a scene where ...
0
votes
2answers
193 views

Is networking programming quite generic

I have only looked into the basics, at least I assume it gets more complex. So does network code really change from one game to the next or is it pretty much portable. For example I can create say a 2 ...
6
votes
1answer
100 views

UDP server and large number of users?

My initial research showed the most people prefer to use UDP protocol and build a control code on top of it for multiplayer games. It seems like a good design at first, but I am wondering if it is ...
1
vote
1answer
92 views

How can I implement simple distributed processing in a Unity game?

I'm looking to set up a game which uses distributed processing. Just a simple brick shooter in unity with the distributed part being that the calculations for the falling blocks are handled by another ...
2
votes
1answer
146 views

Is host advantage real?

I'm sure many of you have heard the term host advantage through out your time playing action video games. However, I was curious if this was a real studied and proven concept in game design, computer ...
-1
votes
1answer
324 views

Distributed Multiplayer Game Server Architecture [closed]

I'm programming a multiplayer game for mobile phones.I'm working on a distributed server architecture for handling lots of concurrent players. Here is my architecture on my mind: Some questions ...
0
votes
2answers
694 views

How can I make RPC function calls in Unity?

I am making a multiplayer game. I am sending score via the server and client but I want to be sure that can I call an RPC function of a script from any other script. For example, say Table_Manager as ...
1
vote
1answer
321 views

Unity3D Multiplayer Networking

I am making a multiplayer game using Unity3D, similar to SecondLife (but focusing on a particular gameplay task). Users will be able to register/login directly in the game and their character will be ...
0
votes
0answers
386 views

Cross-platform ad-hoc local mobile multiplayer

I want to implement ad-hoc cross-platform (iOS, Android, and PC) device discovery for local multiplayer, like this scenario: http://www.youtube.com/watch?v=csXYZf2vGdE Multiple players, each with ...
1
vote
0answers
66 views

Message Authentication Codes for Multiplayer? [closed]

Is it common that in multiplayer games, network messages are signatured with a Message Authentication Code? If so, do you think it is performance consuming?
2
votes
1answer
153 views

Online RTS Game Architecture for Mobiles [closed]

We came up with an idea for a real-time strategy game for mobile devices that can play with other players over a network. I'm trying to plan out the architecture/protocol required for such as system. ...
1
vote
1answer
87 views

Passing a list of existing entities to a new client when using a component system?

My game server uses entities containing components to represent everything in the game world. This has worked great so far but I've run into a problem now that I'm allowing clients to connect to the ...
-1
votes
3answers
190 views

Handling packet impersonating in client-server model online game

I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet ...
2
votes
1answer
281 views

How do I use an external FBX object in Unity?

Is it possible to use an external .fbx object in Unity 3D the same way we can insert a picture? Something like myPath = "http://www.myserver.com/object/myobject.fbx";?
1
vote
2answers
170 views

Is it feasible to use a DHT to span an MMO over many servers for improving reliability?

At the moment I have an idea for how to handle distributing MMO servers. At the core is a bunch of worker nodes that all share the same set of distributed hash tables. Each DHT stores a specific game ...