0
votes
2answers
153 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 ...
-1
votes
1answer
253 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 ...
4
votes
2answers
334 views

Mobile Multiplayer games and coping with high latency

I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than ...
4
votes
4answers
323 views

Networking gampeplay - Sending controller inputs vs. sending game actions

I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across ...
1
vote
1answer
98 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 ...
2
votes
3answers
515 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
810 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
292 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
222 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 ...
8
votes
3answers
2k 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
307 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
366 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
570 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 ...
10
votes
3answers
7k 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
2k 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
1k 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 ...
8
votes
2answers
3k 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 ...
7
votes
5answers
3k 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
461 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 ...
6
votes
1answer
705 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
569 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 ...
17
votes
4answers
2k 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
756 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 ...