Tagged Questions
3
votes
6answers
279 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
168 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
542 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.. ...
4
votes
2answers
339 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
1k 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
250 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 ...
0
votes
0answers
127 views
Articles on writing a networked game with a server
I want to try out writing a networked game, as it is an important and complex field.
Here is my enviroment:
XNA (C#), A player object, drawn as a circle, with movement input. Top down.
I want to:
...
4
votes
2answers
276 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, ...
2
votes
2answers
938 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
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 ...
0
votes
2answers
119 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?
...
5
votes
2answers
795 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
359 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
623 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
465 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 ...
0
votes
2answers
506 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
332 views
Client prediction responsiveness is lost 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 works by applying inputs that haven't ...
2
votes
5answers
3k 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 ...
10
votes
3answers
757 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 ...
8
votes
3answers
919 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
243 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
490 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
163 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
268 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
852 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
2answers
545 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?
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
774 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?

