2
votes
1answer
94 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 ...
0
votes
0answers
44 views

Secure Login with Login Server [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: So my question is: ...
-1
votes
1answer
46 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 ...
1
vote
1answer
67 views

Online RTS Game Architecture for Mobiles

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
2answers
79 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
119 views

Does client side prediction sync with the server in the past?

I've spent some time now messing around and just trying to learn dead reckoning and client side prediction for the fun of it. Most of what I do doesn't need it, so i've never had a need to go down ...
0
votes
2answers
249 views

GameServer UDP or TCP Java [closed]

This is a Java related question. I've got this question and I searched on the internet but didn't really get any clear answer. I want to develop a little multyplayer game which needs real time ...
1
vote
1answer
80 views

Client-side prediction and interpolation

Although my game uses a peer-to-peer model, I've still taken the approach of assigning each player to be a partial authority. What I mean by this is that each player acts as the "server" for a number ...
4
votes
2answers
140 views

How can I implement a game locator or proxy server?

I have a turn-based strategy game which already has a multiplayer server/client layer that works fine on local network (where one server is set up and players connect to it). I would like to extend ...
0
votes
2answers
221 views

How to make a TCP Client Server in java over multiple Networks

So I am trying to write server code for my game, and I am kinda running in a wall. I have seen oracles example for a server and client, but how do I allow it to connect to computers outside my ...
2
votes
1answer
200 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
6answers
426 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 ...
2
votes
1answer
243 views

How to properly do weapon cool-down reload timer in multi-player laggy environment?

I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients ...
0
votes
2answers
1k views

Networking Client Server Packet logic (How they communicate)

I want to know what is the logic behind server client communication through packets for a real time game. for example the server sends x packets then the client receives x packets and processes them.. ...
9
votes
1answer
503 views

How do I sync client and server when sending player speed changes?

I'm implementing client-side prediction. Most explanations assume the client sends messages like "Move my player up by 1 position". What if I send messages like "Set my player's velocity to x"? On ...
4
votes
2answers
513 views

A simple example of movement prediction

I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that ...
7
votes
3answers
2k views

Javascript and PHP for real-time multiplayer?

I'm wondering if combining Javascript clientside with PHP/mysql serverside is a good idea for HTML5 real-time multiplayer (small scale) browser games? My technical knowledge is very limited, and even ...
1
vote
1answer
314 views

Multiplayer (Database, Users,etc) for game

I'm am looking to add multiplayer into my game (2D Platformer in XNA C#) My worlds are quite large (Up to 30 Million tiles max, Average 20 million maybe. 2000x10000). You could say the game is quite ...
4
votes
2answers
368 views

game multiplayer service development

I'm currently working on a multiplayer game. I've looked at a number of multiplayer services(player.io, playphone, gamespy, and others) but nothing really hits the mark. They are missing features, ...
4
votes
2answers
2k views

FPS networking with server sending input instead of gamestate

Why do all fps games have the server send gamestate instead of input which is smaller? One reason I can sort of see is that if the server sends input to the clients and a packet gets dropped then the ...
3
votes
3answers
288 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
343 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 ...
0
votes
2answers
144 views

How much to bake user input in a client-server?

Assume a client-server game where there server manages all state and the clients are simply rendering / input. How much should I bake user input from the client before sending it off to the server? ...
6
votes
2answers
1k views

Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is ...
4
votes
1answer
418 views

Components in a client/server network game?

Behavior and logic are executed on the server. The clients are mostly for rendering, audio, and gathering input. It looks as though most of the a components architecture benefits are only realized ...
1
vote
1answer
753 views

XNA 4.0 and Lidgren Library, How do I create a server/client hybrid?

My use of terminology may be off a little bit. I have been playing around with the Lidgren XNA sample for how the library works, and it is simple to implement it looks like. I am curious on the logic ...
4
votes
1answer
553 views

Multiplayer box2d networking for turn based game

I am currently in the planning stages for a 2D game for mobile devices which I will be making in C++ using cocos2d-x. The game will be turn based and each turn will have a phase in which the physics ...
1
vote
2answers
679 views

Server hosting and costs [closed]

I'm developing a game that will require renting a server. The server will be used to host scores, clans, friends(on/off), match making, lobby, and chat. The game/match will be hosted by each player ...
4
votes
1answer
466 views

How do I avoid losing prediction responsiveness due to client interpolation?

In my online game, I am using client prediction and client interpolation to give the illusion of responsiveness over a networked connection. The client prediction applies inputs that haven't yet been ...
4
votes
2answers
147 views

How do I synchronise real-time moves of players on a grid?

I'm working on a real-time game based on a grid. Each player can move a single square at a time. A server tracks the game state and notifies clients of changes. It's possible for two players to make ...
3
votes
5answers
4k views

UDK client, C++ server (is it possible?)

For example I have C++/C# server side with sockets or http web server and UDK client. I am interesting what about experience with networking in UDK: could I connect UDK client to C++/C# socket server ...
11
votes
3answers
1k views

How do I efficiently code both the client and server at the same time?

I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid ...
9
votes
3answers
1k views

Is there a pattern for writing a turn-based server communicating with n clients over sockets?

I'm working on a generic game server that manages games for an arbitrary number of TCP socket-networked clients playing a game. I have a 'design' hacked together with duct-tape that is working, but ...
5
votes
1answer
285 views

Reliability and suitability of 3G connection for client-server turn-based non-asynchronous game

I am working on an iOS turn-based client-server game and I am concerned with the reliability of the connection and the length of time it takes to establish the connection. The game is turn-based but ...
4
votes
3answers
779 views

Optimal data size for a 3G client-server game?

I'm currently working on an iOS turn-based client-server game and I am concerned over later performance issues. How much data per message is too big? I am planning to use JSON to transfer data (and, ...
2
votes
1answer
172 views

How can I create a smooth simulation for a fast-paced, multiplayer table hockey game?

I'm adding multiplayer to an iPhone game that we have in our company. It's a sort of 'table hockey' game, with a puck and two mallets. It's a pretty fast game, so I need a smooth experience at both ...
3
votes
2answers
298 views

Best way to verify client files are same as server

In a client server game architecture, what are the possible ways to verify that the client has not modified things like gfx assets or client side scripts? Obviously no solution is perfect, but I ...
1
vote
4answers
987 views

Client server design question

I'm working on creating a multiplayer game, with the client in ActionScript and the server written in Java. I'm using XMLSocket in the client to connect to the server. The server code looks something ...
7
votes
1answer
583 views

How does OnLive work, and is there anything special Game Developers need to do?

The OnLive service works by "cloud rendering", which is very different from the traditional model of "on-premise rendering" that we are all familiar with. How does this work at a technical level, and ...
7
votes
3answers
3k views

Tips for communication between JS browser game and node.js server? [closed]

I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side. The data sent over would ...
6
votes
4answers
828 views

Can Google App Engine communicate with a stand alone program?

If I create a client program using say C#, or develop something for the Android or Iphone, can I use Google App Engine for the server and communicate with the client application mentioned above?