Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

learn more… | top users | synonyms (1)

0
votes
1answer
581 views

Creating and joining a multiplayer game over a LAN

I'm trying to create and join a multiplayer game that has been created from a custom UDK installation. It works correctly when two (or more) instances of the game are created on the same computer and ...
0
votes
2answers
82 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 ...
1
vote
5answers
321 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 ...
7
votes
4answers
240 views

Fair dice over network w/o trusted 3rd party

Though it should be a pretty basic problem, I did not find a solution for it: How to play dice over a network without a trusted third party? The M players shall roll N dice, one player after another. ...
9
votes
2answers
768 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
201 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. ...
1
vote
0answers
101 views

How to perform game object smoothing in multiplayer games

We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a ...
0
votes
0answers
132 views

NodeJS sharing variables with Client?

I'm currently developing a HTML5 Canvas Multiplayer Game using NodeJS and Socket.IO. My current setup using a logic loop on the NodeJS Server-end and sending update information to all Clients in this ...
0
votes
1answer
368 views

Using native code with Libgdx, (Raknet)

I was searching for a game engine (Java- maybe C#) with built-in real time networking library to develop 2D cross platform (Android - iOS) multiplayer game. Actually I have not found well suited ...
1
vote
2answers
182 views

Should I use threads to check sockets for multiplayer game?

In a multiplayer game does the code to get/send info from/to sockets reside in the game loop or does it belong in its own thread?
0
votes
1answer
902 views

Hook into League of Legends client [closed]

I would like to write a small software which will hook into the League of Legends client and record my performances and store them locally, because Riot only stores last 10 matches. Is there some way ...
4
votes
2answers
75 views

Which game logic should run when doing prediction for PNP state updates

We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
0
votes
2answers
240 views

How to make a TCP Client Server in java over multiple Networks

So I am trying to write server code for my game, and I am kinda running in a wall. I have seen oracles example for a server and client, but how do I allow it to connect to computers outside my ...
4
votes
4answers
434 views

How do network applications get around firewalls?

Forgive me if this comes off as naive; I've only a cursory understanding of network communications. My work has a public and very restrictive network - (they appear to block everything that isn't ...
3
votes
3answers
138 views

Should I use select() for networking in my gameloop?

I'm writing a simple networked game in C/C++. To keep things simple I'm using TCP. In my server's game loop I'm using a POSIX select() with a zero second timeout for two things: Discover incoming ...
6
votes
1answer
241 views

How do I duplicate a Box2d simulation, mid-simulation?

I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same ...
70
votes
5answers
7k views

How can I simulate a bad internet connection for testing purposes?

I am developing an online multiplayer game. It works well when I test it on the local area network, but before I release it I would like to test how the user-experience works out for someone who has ...
0
votes
2answers
152 views

How to handle player input in online game with ping jitter?

I'm currently working on an online game and basing my networking architecture around this Source Multiplayer Networking article. However, I'm a little stuck on how the user input works. The article ...
9
votes
1answer
328 views

Multiplayer platformer - Are server corrections normally required with a single client on the server?

I am currently working on a rather simple multiplayer platformer. I read quite a bit of articles on the techniques used to hide latency, but I still fail to get my head around certain of the concepts. ...
1
vote
1answer
103 views

Should response be tied to request in a multiplayer game?

I wonder if server responses on client operation requests should be tied by some operation id? Tied would be when: 1.Client app sends request to server to e.g. buy item X, and sets operation id as ...
2
votes
1answer
357 views

Java network game - synchronize state

I'm creating a networked frame-based game (like Tetris battle), using the Java Sockets API, and right now my main concern is how to 'synchronize' the game state between two players. I've already ...
0
votes
2answers
441 views

SFML networking rts

You will be controlling only one person directly in the game. But, you can issue vague command like to build something here or attack at this square. So I'm trying to make a multi-player roguelike ...
7
votes
2answers
455 views

How to synchronize actions like jump in multiplayer?

I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
1
vote
1answer
88 views

What are some effective methods of documenting packet protocols?

I'm working with a few developers on a hobby project and we have a lot of different APIs. What are some popular methods of creating documentation on the potential requests, and what can be expected to ...
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
3answers
216 views

How can we validate subjective inputs from a client?

Let's propose for a minute where we have a game using something like the Virtuix Omni. You track feet movement. You track the speed at which they run. Now, let's suppose we want to translate this into ...
0
votes
2answers
121 views

How can I escape my field delimiter in my game's packet data?

For my game I decided to not encrypt my packet's payload. Instead I'm just going to check everything on the server to make sure the packet is legitimate. As I'm not doing any encryption, my packet's ...
5
votes
1answer
355 views

P2P card game: Shuffling without knowing the final order?

So, I am conceptualizing a P2P trading card game. The issue is the network: knowing the identity of a card is giving a major advantage, so both clients need enough information about a card that they ...
0
votes
2answers
81 views

What is a good balance between client and server actions?

I'm working on a voxel-based game right now which will have a lot of events, like clicking a block or object. Say I want to open an interface when I click a certain block. Should I handle this on the ...
10
votes
3answers
661 views

I know that my super simple multiplayer setup is probably not a good idea, but why?

I'm making a simple little MOBA just for fun. I was making everything single-player then I realized "oh crap I should probably add multiplayer, huh." I've never done anything with networking before, ...
4
votes
2answers
314 views

Mobile Multiplayer games and coping with high latency

I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than ...
0
votes
1answer
585 views

Multiplayer Network Game - Interpolation and Frame Rate

Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating ...
4
votes
4answers
312 views

Networking gampeplay - Sending controller inputs vs. sending game actions

I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across ...
1
vote
1answer
97 views

How can I implement something like Destiny's public events?

Bungie has shown a gameplay trailer for their new game, Destiny. The part that really stood out for me was the 'public events' that can happen randomly while playing. Now I've thought about it for a ...
1
vote
1answer
273 views

Tracking player location in realtime 2d mmo

I have read all of the answers here about tracking player locations, but still have some questions. I don't seem to understand how to do this efficiently, and feel that the internet could greatly ...
2
votes
1answer
215 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 ...
-4
votes
1answer
400 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 ...
8
votes
3answers
412 views

Is it feasible for a Server to send nothing more than a tile-based area to a Client?

To start, I have a good amount of background in networking (hardware, routers, ex.) but very little knowledge past the basics of network programming. This may seem like a stupid question, but I want ...
9
votes
3answers
510 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
221 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
235 views

How to sync game tick in peer to peer game?

I am making a 2-player iphone action game using a synchronization service (in this case Firebase). The service allows state syncing through the internet, but I have to execute all game logic on the ...
5
votes
2answers
1k views

Will Google Play Game Services allow turn-based gameplay?

Will the Google Play Game Services multiplayer allow (turn-by-turn) gameplay like DrawSomething?
-1
votes
2answers
450 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 ...
3
votes
3answers
489 views

MMOFPS Choosing protocol for high-traffic network (UDP or TCP)? [closed]

my question about the player position sender protocol. In this article, he says "Never use TCP for networking a multiplayer game". Ok but UDP datas are not ordered. In this case, if somebody walking, ...
3
votes
2answers
201 views

Broadcasting terrain data

How can i send from server to client a large amount of tile data? Having chunks of almost 2MB of data seems prohibitive to send this information just like that. Minecraft compress each chunk and ...
0
votes
1answer
190 views

Client send rate for network games

As I understand for a client server model, it's common practise to send input to the server and then the server applies the input to update the state of the game. The server then sends updates to ...
4
votes
3answers
399 views

Are there methods faster than Strings for sending a sprite's state over UDP?

I'm programming a 2.5D networked game in Java. The networking works like this right now: Create new networked sprite object at the client. Send it to the server. Server distributes and saves it. ...
2
votes
2answers
1k views

How to implement lockstep model for RTS game?

In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS ...
0
votes
1answer
184 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
1answer
586 views

LibGDX Cross Platform Networking

Backstory: I've been developing a game with LibGDX for the past two years, and I've seen it refactored more times than I remember. I jumped on the iOS iKVM port as soon as it was released. But I've ...