Tagged Questions
1
vote
1answer
70 views
Tracking player location in realtime 2d mmo
I have read all of the answers here about tracking player locations, but still have some questions. I don't seem to understand how to do this efficiently, and feel that the internet could greatly ...
0
votes
0answers
57 views
Articles (Technical/non-tehnical) about MMO engines [closed]
Now let me first get done with what unfortunately seems to be important: No I do not want to make the next WOW, neither do I wish to design an MMO myself. The following is purely for my own academic ...
3
votes
3answers
171 views
MMOFPS Choosing protocol for high-traffic network (UDP or TCP)? [closed]
my question about the player position sender protocol. In this article, he says "Never use TCP for networking a multiplayer game". Ok but UDP datas are not ordered. In this case, if somebody walking, ...
17
votes
4answers
635 views
Tricks in game mechanics to avoid dealing with network lag compensation?
Implementing network lag compensation is hard, how to avoid it?
Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
1
vote
2answers
200 views
Networking dynamic game worlds
I'm working on a 3D massively multiplayer space game in C++ and I'd like some advice from experienced game developers.
Essentially, the world (universe) simulated on the server is absolutely dynamic, ...
7
votes
4answers
822 views
Multiplayer online game engine/pipeline
I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other ...
2
votes
3answers
719 views
MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?
This is more or less like what I'm thinking up to now:
while(true)
{
if (hasMessage)
{
handleTheMessage();
}
}
But while I'm receiving the player's input, I also have objects ...
0
votes
0answers
109 views
Dynamic proxies for game objects
I am looking for the best approach to build an observer that can monitor the changes in the game object for purposes of client/server synchronization.
For example my game may have multiple game ...
-1
votes
1answer
152 views
Game show game engine [closed]
So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require ...
0
votes
1answer
666 views
Synchronizing Movement in an MMO
I'm trying to decide how to implement player movement in an MMORPG. Player positions must be synchronized in a way that meets the following requirements:
Low lag
Difficult to hack or cheat
...
3
votes
2answers
755 views
How do I keep an MMO synchronized?
I'm making a 2D, top down MMO game. ATM I can connect a player to a server and they get the map data from a DB. They can move around and hit some stuff and if they move near a viewport edge, the ...
3
votes
3answers
232 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
273 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 ...
8
votes
3answers
943 views
Is knowledge of hacking mechanisms required for an MMO?
Say I was planning on, in the future (not now! There is alot I need to learn first) looking to participating in a group project that was going to make a massively multiplayer online game (mmo), and my ...
4
votes
2answers
1k views
How do MMO servers communicate with players who are behind a NAT?
I'm now planning to develop a real-time mmo in the future using udp as the transmission protocol since it has lesser overheads than tcp... I understand that between the client and the server, they ...
0
votes
1answer
435 views
MMO lag compensation problem
i'm writing small mmo, using boost library, i want to make it non-target game, but when i came to part where i need to save previous game states i became confused. How to implement game world, npcs, ...
1
vote
1answer
473 views
Securing a TCP connection on iOS for an MMO
I am currently building an iOS MMO and I'm leaning towards using TCP as my networking protocol over the higher level HTTP (for the speed difference and the fact that it does not require the client to ...
-3
votes
1answer
3k views
How do I start writing an MMO game server?
I am developing a multi-player on-line game.
I just started coding the server but I have no idea how to do it. Do I have to use threads ?
And if i do, do I need one thread for every client?
Knowing ...
5
votes
4answers
486 views
How does a wow server handle which player position to set to each nearest players?
I already understood how game developers could create very large game levels, bypassing the floating point precision limit.
This was my very first mind boggling question, and I understood it when I ...
0
votes
1answer
515 views
Which toolkit to use for 3D MMO game development?
Lately i've been thinking about which path to follow for developing an 3D Online game.
I have googled a lot but i couldnt find a good article that covers both game development and online server & ...
2
votes
3answers
371 views
Best way to implement mouse-based movement in MMOG
I want to design an MMO where players click the destination they want to walk to
with their mouse and the character moves there, similar to Runescape in this manner.
I think it should be easier than ...
2
votes
2answers
255 views
What use for a 3d browser based multiplayer online game?
Can you help me choosing the right tools for this project? It's a 3d browser based multiplayer online fighting game. A few 3d functions are necessary for positioning, but no heavy rendering will ...
4
votes
2answers
879 views
Using a web service for multiplayer games?
I've been looking into web services for making multiplayer games and was just wondering how feasible would it be?
What I would like to do is make a simple MMORPG that uses a turn based fighting ...
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 ...
5
votes
3answers
851 views
Writing a minimalistic server for vanilla WoW
This is about a personal project I've been longing to do for some time now. Since a while now I have stopped playing WoW, but as I'm quite experienced in C++ I thought I'd try the following:
Write a ...
2
votes
3answers
709 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 ...
5
votes
1answer
178 views
How to test a network game on a mobile device
I am looking to test a network game with say, 10 or more users, on a mobile device. Think of it like an MMO with a lot less users. (Assuming I can get 10 running, I'd test for more users later)
The ...
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 ...
9
votes
2answers
2k views
MMO techniques, algorithms and resources for keeping bandwidth low?
Are there any resources and documentation on how current MMOs handle the action and movement data from the compression to the handling on the client?
Any resources for movement prediction algorithms?
...
12
votes
3answers
1k views
Should I keep login server apart from game server?
I'm thinking of making a MMO server, and I've been looking at how other games structure their network. One of the things I've noticed is that there's always a Login server and then the game server(s).
...
6
votes
2answers
570 views
Using Google App Engine to Perform World Updates vs an Authoritative Server
I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute.
I am ...
5
votes
3answers
2k views
Networking and movement in MMORPG's UNITY
I'm programming a dedicated server in C# using BeamServer2 DLL's.
At first I wanted to be able to see other players move on our already made Omuni map.
This I did by just sending your position to the ...
17
votes
9answers
838 views
How do/should MMOs handle disconnection during PvP?
In an MMO (not even necessarily an MMORPG) what are some techniques for dealing with players disconnecting in the middle of PvP?
In particular - how do you avoid adversely affecting people who get ...
