Tagged Questions
-2
votes
2answers
68 views
3G ISPs blocking TCP protocol on port 80? [closed]
I want to run a custom TCP protocol over a 3G connection for a game. (Amazon server with mobile clients) I decided to use port 80 because hey, it's open. I'm aware that some paranoid ISPs will have ...
-2
votes
0answers
48 views
Need help implementing multiplayer over multiple computers in my game [closed]
Currently in Visual Basic 2010 my Turn-Based Table-Top card game I'm converting to computer I have it set for up to 5 players.
At the moment every player shares the same form. When a turn changes, ...
0
votes
1answer
84 views
Are there any guidelines/articles/tutorials for creating a network protocol for games? [closed]
I am currently developing a little 2D sandbox game with multiplayer functionality in XNA 4.0 and the latest lidgren-lib for networking.
I found myself quickly at a point where sending a players ...
1
vote
0answers
121 views
DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?
I'm (de)serializing some datastructures for a network-multiplayer game, and for each datastructure that's to be (de)serialized, I want to define the order of (de)serialization only once for ...
4
votes
1answer
181 views
How to develop multi-player game without involving server side code?
There have been lot of cloud based frameworks released in past few years. They provide real-time communication among users but does not allow developers to write server side code.
So, how can we use ...
-1
votes
1answer
149 views
Asynchronous Game server [closed]
I am building an asynchronous multiplayer game (which can be compared whith a chess game) with Unity (up to 4 players in game). But I am stuck at choosing the server side solution.
For me this kind of ...
6
votes
2answers
232 views
Networking Questions: Serialization and Frequent Small Packets or Fewer Large Packets
I'm working with a socket server and I'm trying to decide how to update all of the clients.
I'm currently sending few packets with entire objects serialized in JSON. In most cases this adds a lot of ...
0
votes
1answer
82 views
Receiving server data inside game loop
I'm planning on how my multiplayer game client game loop should work. While I'm convinced that server should be moved from game loop into it's own thread, I'm not sure what should I do about receiving ...
-1
votes
1answer
194 views
Client Server Multiplayer Project
I have reviewed the relevant WinForms/XNA samples here and here.
However, my requirements are slightly different.
Given the following:
I am developing a multiplayer (Client - Server) game
There ...
1
vote
1answer
174 views
Do “write once run anywhere” engines require platform specific code for multiplayer?
I've been investigating the myriad selection of mobile game dev engines that allow compilation of your code onto multiple target platforms, but, something I can't seem to figure out is if ...
3
votes
1answer
86 views
How to setup a client to work with a remote server or a local included server?
I'm working on a Networked multiplayer game, but while developing and for testing I want to set up a local server that acts like the multiplayer server.
My thought is to approach the server as a ...
-1
votes
1answer
109 views
Two characters controlled by one set of controls? [closed]
I am using Unity 3D to make a multiplayer game using the Photon Network package in the asset store.
I have initiated two characters controlled by a Mecanim script, and they both have animations. ...
0
votes
1answer
190 views
Anyone know good network Java Tutorials for Game Dev? [closed]
I'm trying to create a very basic pong game with Java that can have two users on two different computers and one will be the host, or a computer can just be a host and the other two clients connect, ...
0
votes
2answers
126 views
Practical Way to Store and Communicate Data for a Multiplayer Game Like This
I am working on my first multiplayer game, as I have become bored with my single player indie games. However, I have a question. Players will be placing items on a map which is arranged in a grid, ...
-4
votes
2answers
228 views
UDK - Where might one look to begin developing a standalone multiplayer system?
To be brief, I'd like to create and integrate my own network handling system that would support 500+ players into a UDK project. Best I have understood various guides and online references, the most ...
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 ...
7
votes
4answers
785 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 ...
8
votes
3answers
295 views
How to prevent a hacked-server from spoofing a master server?
I wish to setup a room-based multilayer game model where players may host matches and serve as host (IE the server with authoritative power). I wish to host a master server which tracks player's ...
0
votes
0answers
127 views
Multiple Audio listeners in Scene
THIS IS UNITY
Im trying to make a FPS game over networking, it works fine.
But now, when im trying to implement sound, it won't work.
My guess would be, to add a Audio listener to the prefab, that ...
-1
votes
1answer
133 views
Sending A Class Packet [closed]
How would I be able to send a class through the internet like this.
class Player
{
public int Health;
public Player Copy()
{
return this;
}
}
And do this.
SendPacket(new ...
21
votes
9answers
1k views
Techniques to prevent non-official clients in network gaming?
In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app?
I realise there is probably no ...
12
votes
2answers
294 views
Are there tools for testing multiplayer code?
Are there reliable tools that can simulate real life-like network conditions e.g. networks with different bandwidth, different latencies, packet loss etc...?
4
votes
2answers
338 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 ...
2
votes
2answers
843 views
How to build a turn-based multiplayer “real time” server
I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" ...
0
votes
1answer
268 views
Client/Server game even in solo: any big problem?
I'm making a game which have strong basic design based on multiplayer but also should provide a really interesting and self-sufficient solo game. A bit like a real-time strategy game. The events and ...
-1
votes
1answer
151 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
210 views
network programming: simultaneous IO over sockets?
In my curses based game, I decided to add multiplayer functionality over net, in addition to one-keyboard mulitiplayer game. I use switch loop and in case it's 1st user's buttons,
user 1 is acting ...
3
votes
3answers
516 views
Prevent Multiplayer Cheating
I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...
4
votes
2answers
274 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, ...
5
votes
2answers
2k views
Realtime multi-player game design principles for Node.js
I've been reading the Valve article on multi-player networking which has been adapted from Yahn Bernier's 2001 paper called Latency Compensating Methods in Client/Server In-game Protocol Design and ...
3
votes
2answers
793 views
How to synchronize clocks in multiplayer game?
I have 2 to 3 clients, that can exchange messages through Apple Game Center.
The only synchronization I need is: start the game at the same moment.
I guess this involves clock synchronization. How ...
2
votes
2answers
534 views
How to achieve smooth gameplay in a physics based multiplayer game? (2d)
I'm using cocos2d 2.0 and Gamekit for networking. I've got a server/client model. It works over wifi (local) and bluetooth. (Xcode 4.3, Objective C)
Basically, there's a ball and 2 or more players. ...
7
votes
3answers
521 views
Multiplayer tile based movement synchronization
I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that.
The game is tile based, you can only move in 4 directions, and every ...
6
votes
3answers
737 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 ...
5
votes
1answer
529 views
How often should multiplayer games communicate with the server?
I once heard that Runescape "ticks" every 0.3s, and that seemed like a very long period of time, although Runescape is kind of a slow game.
I'm building a more dynamic top-down shooter game, and I'm ...
2
votes
3answers
378 views
Game engine that allows for objects being placed in-game [closed]
I am looking for a game engine with multiplayer support that allows for players to place objects in the terrain. (eg. in TF2 one can place teleporters, etc... or in minecraft one can place blocks). I ...
2
votes
1answer
233 views
How should bots be recognised in a game?
I'm interested in how bots are usually written.
Here's my situation:
I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, ...
3
votes
2answers
231 views
Client side prediction/simulation Question
I found a related question but it doesn't have what I needed.
Client A sends input to move at T0.
Server receives input at T1.
All clients receive the change at T2.
Question:
With client-side ...
3
votes
1answer
439 views
Validating multiplayer actions when using Javascript Game Engines client-side
I am using one of the many javascript game engine (impactjs, craftyjs, melonjs, easeljs etc) out there to handle the animation client-side. And I have a way of calling server-side functions and ...
2
votes
2answers
933 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 ...
1
vote
1answer
914 views
Client-Server RTS networking with lockstep and lag
The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
7
votes
2answers
388 views
Detecting wins in peer to peer RTS games like Starcraft
A typical RTS game is implemented with the standard networking model: peer to peer lockstep.
Consider Starcraft 2, given that Battle.net presumably doesn't know anything about the state of game given ...
6
votes
3answers
489 views
Networking for RTS games with lockstep using UDP
Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
2
votes
1answer
244 views
Client Server UDP Jumping
I don't really think this is an issue with the fact that UDP can drop packets (I'm using Lidgren and using ReliableInOrder), but basically, in my game, the client send the input keys (if forward is ...
2
votes
3answers
457 views
What's an efficient way to represent game state for networked games?
I've done a little bit of network coding for games before, but primarily with TCP for games that don't really need to simulate real-time interaction. I am working on a (somewhat) simple 2D Java game ...
1
vote
2answers
246 views
Resources for game networking in Java
I am currently working on a Java multiplayer game. The game itself (single player) already works perfectly fine and so does the chat. The only thing that is really missing is the multiplayer part. ...
6
votes
4answers
685 views
Server-side physic simulations with hundreds of players
I’m currently working on a singleplayer physics-orientated game where I would like the physics to be simulated server-side. This because the game will have leadersboards, persistant player ...
-2
votes
2answers
268 views
Is it possible to have a cross platform multiplayer game on iOS?
Does Apple allow socket programming? I figure if I am able to send and receive UDP packets (at least over wifi) the possibility is there.
4
votes
1answer
464 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 ...
2
votes
1answer
527 views
Real-time UDP multiplayer games: ping measurement?
In real-time multiplayer games that use UDP for the actual game (CS:S, UT, etc.), how is network latency (ping) measured? More specifically, how do you find out how long ago a UDP packet was sent?
...
