Tagged Questions
3
votes
1answer
230 views
How to sync the actions in a mutiplayer game?
I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. ...
9
votes
2answers
238 views
Server-side Input
Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the ...
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 ...
3
votes
3answers
317 views
Send regular keyboard samples OR keyboard state changes over network
Building a multi player asteroids game where ships compete with each other. Using UDP.
Wanted to minimize traffic sent to server. Which would you do:
Send periodic keyboard state samples every from ...
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 ...
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?
...
7
votes
3answers
387 views
What multiplayer security should I take into consideration in my game?
I'm thinking about clients spoofing IP addresses, tricking other clients that they are the server that sort of stuff (I don't know much about this, so if this is completely wrong, please correct me).
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