1
vote
0answers
57 views

Any easier way to add networking to an XNA game? [closed]

I know that the MSDN has an article on this but I'm not developing for Xbox so I'm not sure if I should use NetworkSession or LocalGamer etc etc because I think they are Xbox only. But I haven't tried ...
0
votes
2answers
84 views

How can I create the correct player object based on a type in a network message?

I am using lidgren as a networking library for a small XNA game. I am using a client/server architecture for the game. Currently, I have the client and server connecting but I would like to be able to ...
-4
votes
1answer
415 views

XNA PC vs Monogame Online Multiplayer [closed]

I've got a mostly working PC game in XNA 4, and am looking to make it networked. From the documentation it seems that I can use XNA Networking through GFWL to do LAN sessions, but not online sessions ...
0
votes
1answer
128 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 ...
0
votes
1answer
357 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 ...
2
votes
0answers
147 views

What's a simple way of sending game data between phones? [closed]

Using windows phones I need to send small amounts of data between phones in a turn based game. It's only a few bytes of data and does not need to be real time, something like in wordfeud or similar. ...
4
votes
1answer
259 views

Networked Physics - Interpolation Causes Physics Engine to Explode

A major issue I am encountering right now is that my physics engine (BEPU) and my network interpolation are conflicting with each other. The player is a physics object, and so the physics engine ...
2
votes
1answer
195 views

How do I run my XBOX XNA game without a network connection?

I need to demo my XBOX XNA game in college. The college doesn't allow this type of device to connect to the network. I deployed my game to the Xbox and it is sitting in the games list along with my ...
3
votes
1answer
309 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. ...
2
votes
3answers
1k 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 ...
3
votes
1answer
391 views

Client and Server game update speed

I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the ...
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 ...
4
votes
1answer
190 views

Is it possible to work with a dedicated server in XNA?

Hi I want to release my XNA game to the XBOX platform, but I'm worried about the networking limitations. Basically, I want to have a dedicated (authoritative) server, but it sounds like that is not ...
1
vote
2answers
253 views

Client/Server Object updates seems to run at different speeds

i have been playing around with the NetworkPrediction sample from Microsoft. Trying to adapt it to use gameTime. The client is running without fixed TimeStep and the server is custom C# and updates a ...
1
vote
1answer
326 views

Multiplayer (Database, Users,etc) for game

I'm am looking to add multiplayer into my game (2D Platformer in XNA C#) My worlds are quite large (Up to 30 Million tiles max, Average 20 million maybe. 2000x10000). You could say the game is quite ...
1
vote
1answer
221 views

XNA: Networking, what is a good bytes per second sent/received number

I am working with XNA networking, on the XBOX. I was wondering what is a safe number to stay under in the bytes sent and received when it comes to the xbox. Obviously various factors will effect the ...
2
votes
1answer
299 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 ...
4
votes
1answer
736 views

XNA: Networking gone totally out of sync

I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and ...
6
votes
2answers
636 views

A Poker Game with XNA

A customer of mine asked me to develop a Poker Game for him where they play poker with his friends online. I have been looking for a good reason to start programming with XNA. Would you implement ...
1
vote
1answer
784 views

XNA 4.0 and Lidgren Library, How do I create a server/client hybrid?

My use of terminology may be off a little bit. I have been playing around with the Lidgren XNA sample for how the library works, and it is simple to implement it looks like. I am curious on the logic ...
0
votes
3answers
714 views

XNA Multiplayer Gone Wrong

I'm trying to add multiplayer to my XNA platform game, and have just failed miserably. The idea behind my method is that the client knows what tick the server is at, and knows how long it takes to ...
3
votes
3answers
805 views

How to parse & “pack” network commands?

I'm currently creating a game which should be multiplayer (client-server-client), but I'm stuck. I have been doing crazy things like building a text chain like string networkMessage = userHash+" ...
2
votes
2answers
3k views

How does networking in XNA work?

I am quite confused over how networking works in XNA. I'm currently developing a game for Xbox. I want to create a multiplayer environment and read some tutorials about it. But I'm confused over how ...
6
votes
2answers
734 views

How could an XNA game close with no exception being thrown?

I've been messing with my game's network code recently (TCP/UDP sockets) and my game keeps shutting down with no exceptions being thrown at all. It runs fine until the disconnection of a client, so I ...
11
votes
2answers
4k views

What are the networking possibilities with XNA and Xbox 360?

I know that XNA for Xbox 360 has limited access to networking, rumored to only allow communication via a propitiatory Microsoft protocol to other Xbox 360 units. What are the networking possibilities ...