0
votes
2answers
145 views

UDP Netcode Architecture for Fighting Game

I am programming a fighting game that uses a UDP client/server architecture for multiplayer. The server can handle multiple clients, two of which (or one being the server) are playing and the rest are ...
2
votes
2answers
112 views

Kryonet usage for game networking

Im making a game where real-time data is exchanged between server and clients, and I was using java UDP sockets straight up, but I reached a point where I actually need to know if a few specific ...
2
votes
2answers
85 views

Is there a maximum delay an UDP packet can have?

I am currently implementing a real-time network protocol for a multiplayer game using UDP. I am not having any technical difficulties, but as I always have to care about late UDP packets I am ...
6
votes
1answer
96 views

UDP server and large number of users?

My initial research showed the most people prefer to use UDP protocol and build a control code on top of it for multiplayer games. It seems like a good design at first, but I am wondering if it is ...
-1
votes
3answers
182 views

Handling packet impersonating in client-server model online game

I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet ...
2
votes
3answers
297 views

How to trust a UDP Client

I'm working on a Unity project with the Lidgren UDP library for connection. I'm new to networking, so I'm not sure on general "best practices" for this area. I'm trying to figure out a good way to be ...
1
vote
5answers
345 views

How to correctly aggregate networked data into UDP packets while avoiding fragmentation

I am starting to get my feet wet with game networking, having iterated many times now on some simple 2D games. For learning purposes, I've read the fantastic Gaffer on Games networking article a ...
9
votes
2answers
841 views

UDP non blocking or a seperate thread for receiving

I am creating a multiplayer game (for under 64 player). I already decided to have a seperate thread for the network loop, but I was wondering if it would be better to create an extra thread for ...
8
votes
4answers
202 views

Sending state diffs (deltas) and unreliable connections

We're building a realtime multiplayer game, in which each player is responsible for reporting its state on every iteration of the game loop. The state updates are broadcasted using unreliable UDP. ...
4
votes
2answers
2k views

UDP vs TCP in multiplayer mobile game

I'm working on a networked multiplayer game, initially for iOS. Even with TCP_NODELAY there are large fluctuations in latency. I can't be sure of the reason, but I would not be surprised if it was ...
2
votes
1answer
216 views

What is the impact of many AI enemies on state replication networking?

Imagine an online coop style FPS or TDS game where say 2-6 real players fought large amounts (20-60 concurrent) of AI enemies. Could this style of game be reasonably networked over the internet using ...
9
votes
3answers
514 views

How to avoid being throttled?

I'm writing a networked iOS game. When sending packets with GKMatchSendDataReliable (which I assumed was UDP with their own packet reception code written) at 60 packets per second (so 16 ms between ...
2
votes
1answer
228 views

How are UDP packets verified as authentic? [closed]

Hey I'm writing a game and have the backend written using a sometimes-reliable UDP scheme. I want to verify that inbound packets are actually originating from the player specified in the packets. My ...
3
votes
1answer
308 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
272 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
422 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 ...
4
votes
3answers
519 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 ...
5
votes
2answers
2k 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
813 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? ...
9
votes
3answers
672 views

How do I prevent identity spoofing in a multiplayer 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 ...