0
votes
0answers
55 views

Syncing entities in a totally shared multiplayer environment

Typically, networked games designate a server (or host player) as being authoritative over all state shared between the players. Clients still simulate their own state, but also continuously ...
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 ...
3
votes
2answers
492 views

Peer-to-peer first person shooter

I've been developing a first person shooter/massive multiplayer online roleplaying game for my small business, and was wondering if it would be feasible to use peer-to-peer technology to communicate ...
5
votes
1answer
466 views

Game networking topology - dealing with host leaving

I am working on a P2P game in Flash and I'm wondering what network topology would be most robust for dealing with people randomly joining/leaving. I was thinking the first user to join could be the ...
24
votes
8answers
9k views

How can I make a peer-to-peer multiplayer game?

How can I make a p2p multiplayer game? I would like to have a server-less multiplayer game. But then, how all the clients know each other? Why the p2p-protocol is so famous in file transfer but not ...
9
votes
5answers
1k views

Network layer libraries [closed]

I'm looking for any network layers that are available to add to my game, either free or with fair pricing for indie games. By network layers I mean some sort of library which I can interface with, ...