Tagged Questions
0
votes
0answers
55 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
187 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 ...
1
vote
2answers
250 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 ...
1
vote
1answer
172 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
1answer
192 views
How can I refactor my code to use fewer singletons?
I started a component based, networked game (so far only working on the server). I know why singletons can be bad, but I can't think of another way to implement the same thing. So far I have:
A ...
6
votes
3answers
743 views
Best peer-to-peer game architecture
Consider a setup where game clients:
have quite small computing resources (mobile devices, smartphones)
are all connected to a common router (LAN, hotspot etc)
The users want to play a multiplayer ...
3
votes
3answers
227 views
Loadbalancing Questions
I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into ...
2
votes
2answers
260 views
Would it be too much overhead to keep a HashMap of variables on a server per object for the purpose of syncing object changes with the client?
I am currently writing a server for a multiplayer game. I am trying to find a good solution for synchronizing GameObjects across the server. The server sends each client a snapshot of every object in ...
9
votes
1answer
386 views
How to keep a data structure synchronized over a network?
Context
In the game I'm working on (a sort of a point and click graphic adventure), pretty much everything that happens in the game world is controlled by an action manager that is structured a bit ...
8
votes
3answers
4k views
Best solution for multiplayer realtime Android game
I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best:
Make server on PC, and client on mobile, all communition ...
6
votes
2answers
1k views
MMO architecture - Highly Scalable with Reporting capabilities
A friend of mine is asking me to help out on a project of his, I have done a small amount of game development before, but mainly do application and enterprise development these days.
He is asking me ...
2
votes
3answers
698 views
Pub/Sub or message passing in multiplayer server backend?
For my masters thesis I'm going to develop a scalable multiplayer server for locationbased games. It's going to be a "service oriented architecture" e.g. one dedicated service for positions, one for ...
7
votes
2answers
2k views
Information on seamless MMO server architecture
I'm looking for any material on seamless MMO servers! I do have a few articles in the "Massively Multiplayer Game Development" books and "Game Programming Gems 5." Has anyone experience on that topic ...
5
votes
5answers
2k views
How to handle netcode?
I'm interested in evaluating the different ways that the netcode can "hook into" a game engine. I am designing a multiplayer game now, and so far I have determined that I need to (at the very least) ...
2
votes
2answers
423 views
Push or Pull Input Data In the Game Logic?
In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to ...
0
votes
3answers
1k views
Multiplayer game communication framework for mac/ios
(Cross post from stackoverflow)
I am creating a multiplayer 2D game for Mac and iOS devices. I'll be using cocso2d for graphics/game engine, however I am largely blank on what to use for multiplayer ...
5
votes
1answer
627 views
Net code: What are your expected and max latency and packet loss targets?
When doing the net code for a video game what sort of latency targets and packet loss rates do you design around?
To be more specific I have my net code working local network only at the moment. I ...
4
votes
2answers
422 views
Server-client communication: Quick and verbose or involved and compact?
TL;DR: Does the short development time required for HTTP/XML offset its size issues compared to developing a custom protocol?
As some of you might have divined; I'm currently working on a turn-based ...
15
votes
4answers
1k views
What is involved for a simple UDP game?
I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly.
I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects ...
9
votes
5answers
664 views
Networking Pong Clone
I have the fundamentals of TCP sockets, UDP communication etc, but can't find much on how to apply these to a real time game environment.
I have a Pong clone, with 4 players, and need to synchronise ...