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

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1answer
131 views

How to give each player in card game the same shuffled deck?

I'm writing a card game in Swift. The idea is to make it work on the Apple Game Center framework. I've noticed an issue which I am not sure how to address. I need the current game data to be the ...
1
vote
1answer
84 views

Should I consider a cloud-based networking solution?

In my spare time for the past few years, I have been working on both the front-end and back-end for a space-based online game. This game is initially designed for the PC, and is hopefully able to host ...
0
votes
0answers
107 views

Singleplayer and multiplayer using same gameobjects in Unity?

There are a lot of topics about converting singleplayer to multiplayer games. But I could not find the accepted practice of keeping singleplayer gameplay available. Will this just work if I manually ...
2
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2answers
470 views

How to design a server for a multiplayer game? [closed]

I'm trying to write a multiplayer game where players join small matches with other players. What I also want is a way for players to login and go online. How would I design the a server that could ...
0
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1answer
226 views

Sending message to all players in room from Photon server?

I need to send a message to all players in the room from a Photon server. Sending the message from a player would introduce too much latency so I need the server to collect data and distribute ...
0
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1answer
86 views

Network Communication For Multi-Player Turn-Based Game

I'm attempting to develop a multi-platform turn-based game that [I suspect] follows the general client-server pattern. For this question, let's assume I only care about communications inside of a "...
2
votes
1answer
55 views

Slick2D Networking Crash

This is my first post, so I apologize if it's been put in the wrong place or something. Anyways, here's my problem: I've run into an issue with running my client-side code in one of my game-states. ...
4
votes
1answer
106 views

In a 2D multiplayer game should I send the position of user to the server all the time? [duplicate]

In a 2D game where the user moves with the keyboard arrows, should the user send all the time he moves his position (x, y)?. If the user has some speed, the user would send (x, y) like 50 times pixel ...
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0answers
29 views

Photon Connections without Concurrent Users? Or other networking?

I am going to be making a multiplayer game and use http://pupnp.sourceforge.net/ for setting up connections without having the player to port forward. The game will let you make or join a room using ...
1
vote
1answer
155 views

Handling items at the Server-side

I'm coding a very simple game Rust/Dayz like with Unity, and I'm using Forge Networking as network library. A few days ago, I started to code the Loot system. The Loots in my game are Items that ...
5
votes
1answer
142 views

How do I avoid floating point indeterminism when implementing lockstep?

I am working on a multiplayer RTS game in Java. It uses lockstep for networking, which requires that both computers can deterministically. These are the 2 closest/more viable approaches I could come ...
1
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1answer
51 views

Is There A Self Uploading/Downloading Game Management Software? [closed]

I am currently not in the game development industry and develop my own games using GameMaker, but as a high school student I don't really have the time to make proper titles and actually make money ...
1
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1answer
179 views

How to deal with inconsistent network delay caused by packets arriving at different times in the frame?

I'm developing a multiplayer game that does not have prediction. It implements client-side interpolation. The problem with this is that input delay can be perceived. I've measured the various times ...
3
votes
1answer
121 views

Minimizing bandwidth for player movement

I am programming a multiplayer game and I am concerned about the bandwidth dedicated to player movement. Imagine a 2D top down game where players can move towards any angle using the joystick. The way ...
1
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0answers
71 views

2D Physics library for multiplayer in c++ [closed]

Im trying to create a top down shooter with multiplayer functionality. So far im using Box2D for my physics Simulation. The last few days I played around with syncing movement between Clients and ...
6
votes
1answer
199 views

How can I minimise data sent through a network in a modern FPS?

I am aware of snapshot interpolation with the use of delta compression as being a technique used to minimise the amount of data sent in a modern FPS game like Quake 3, but what other techniques are ...
1
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1answer
69 views

Peer to Peer world download

I am creating a multiplayer JavaScript game with a PHP central server. Each user will be able to move around in a 3D world, with other users and NPCs. It came to my attention that SQL is not going to ...
3
votes
1answer
50 views

How does server correct late input

Imagine the following scene: The height one player can reach on jumping depends on how much time the button for jumping is pressed. When the player jumps, the input is sent to the server and physics ...
3
votes
2answers
71 views

One big Instance or One instance for every moving entity?

I am creating a multiplayer JavaScript game with a PHP central server. Each user will be able to move around in a 3D world, with other users and NPCs. These NPCs will be controlled by the central ...
1
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1answer
122 views

In Unity, How to format Old RPCs into new “PunRPCs”

In older unity versions you could simply used RPC. With newer verisons of Unity my code now doesn't work and it says that it needs to be transformed into "PunRPC" , Pun being "Photon Unity Networking."...
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0answers
152 views

Unity nested network identity

I have a problem with nested GameObjects in Unity Networking (5.2); One of my GameObjects (lets call it mother) has a network transform component. Now the mother can have a variable number of childs ...
2
votes
2answers
137 views

Networking/Packet Design

When using a Client-Server model, it's necessary for those two parts to communicate data back and forth. There is one specific area that I've been thinking about and unsure about. That being putting ...
1
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2answers
75 views

List of Lists for sending paths from client to server? [closed]

I have a client server scenario and I'm looking into distributed AI. I want the server to move x amount of ai characters around a map by pathfinding and then send the x amount of paths to the client ...
1
vote
1answer
147 views

Quake 3 Gravity

From "Quake 3 Networking Primer": The server accepts client commands as they arrive. It makes one call to the VM per client command. This is the only time that players are ever updated. (That'...
1
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2answers
86 views

How to make ranked matches in a head-to-head multiplayer game?

I am working on a field hockey like game for Android and iOS. Currently I support being able to play against another player online in a client/server fashion where one device host and the other ...
1
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0answers
35 views

Interpolate Entitiypositions received from Server

I want to Inter, or perhaps, extrapolate the positions of gameentities on the client. Those positions are received from the Server. The vague updaterate of the server makes it difficult to implement. ...
4
votes
1answer
69 views

Applying the input for the always-moving player in the multiplayer game

I've read several articles published on gambrielgambetta.com, gafferongames.com plus some pages about how Valve handles multiplayer networking in its games but I still can't get it how to implement ...
2
votes
1answer
89 views

UDP server and two clients

So - my whole knowledge comes from google and stackoverflow. I'm trying to create an UDP server (with two slots per new instance of the game) and clients. My problem is here that I totally don't know ...
1
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0answers
132 views

Is it a good idea to use the RDM socket type for multiplayer games?

I am currently developing a MOBA/RTS style game with an authoritative networking structure. Of course, the server needs to send a big number of packets every second, answering requests from the ...
1
vote
1answer
240 views

Server/Client architecture

I have high experience In Java and Networking. Our team have built a effective server that can create thread-pools managing many players. But we have hit a brick-wall. The way our server works is that ...
2
votes
1answer
148 views

In a tile-based MMO, how do I decide which players need to receive what updates?

I am planning a tile based MMO, like Tibia or top down Minecraft. I'm using a client-server model. I've got almost everything figured out, with a notable exception of state updates. When information ...
1
vote
1answer
191 views

Unity 3d Forge Networking: Transfer object ownership

I have a simple chess game setup to play around with the Forge Networking asset. I am having an issue where only the server is able to click and drag pieces around the board. If a client attempts to ...
1
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0answers
88 views

How to deal with inconsitent game state in entity interpolation

I'm prototyping an online fast paced multiplayer game for educational purposes. I use a client-server model with the server being authoritative. I've already implemented the client side prediction ...
1
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0answers
38 views

Client side predicition tick implementation

I've been reading about client side prediction and one question I have is what's the best way to implement the server tick. I thought about using the server frame count from the game engine I'm using ...
2
votes
0answers
369 views

Using Unity's uNet to create a turn-based RPG

I've been checking some tutorials about uNet and it seems pretty powerful. The NetworkManager is a great tool when you want to make generic games, but what is troubling me about it is the need of ...
2
votes
1answer
443 views

Libgdx Networking (http requests) - Login [duplicate]

I am new to Networking and Databases, but im trying to learn MySQL and HTTP Requests to create a user Login for a game. My goal is to let users create accounts and login to them etc (for Highscores ...
1
vote
0answers
76 views

Unity 5 Distributed Physics in Client Server Model

I have a server which controls a physics object via buttons, adding force whenever I click them. I want to be able to have a client connect and whenever the physics object has a reaction on the server,...
3
votes
2answers
132 views

I'm making a networked game for mobile. Should I worry about cheating?

I'm in the process of making a racing game for Android/iOS. I'm thinking of implementing a server/client model, should I worry about cheating and make all players communicate with a server of mine, or ...
2
votes
3answers
413 views

UDP packet reliability and re-sending

Like most people on this exchange concerned with UDP client server connections, I've gone through the Gaffer on Games article about implementing reliability. I understand how the ordering and acks and ...
1
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0answers
531 views

Unity 5 Networking Send Rate: Send Rate is Zero but server movement is still happening

I have a client server scenario, just a player moving about on the client and he moves about on the server using the built in networking provided in Unity 5. I have my client scene running in the ...
1
vote
1answer
35 views

invaliduriexception with photon unity

I am using photon unity networking right now to make a multiplayer game. When I publish to windows the build works fine, but when I change unitys build settings from windows to webgl it gives my a ...
1
vote
1answer
246 views

Unity 5 Server Side Physics - Alternative to constant position update?

I am looking into reducing load in client server games for a uni project and am looking at physics. The idea is that if a very low powered device tries to carry out some physics heavy action that it ...
2
votes
0answers
581 views

Unity3D LLAPI and Pyhton UDP communication

I need a Unity3D game on Android to receive UDP packages from a Python script running on a different device. Using System.Net is not (yet) an option, as it is only supported on Android with a valid ...
1
vote
1answer
709 views

UNET Error handling

I am trying to handle errors received by a UNET (new Unity3D networking) client. The below code successfully connects to a server when it is present, but obviously gives a timeout error when there is ...
1
vote
1answer
293 views

How to measure packet latency?

In the context of lag compensation, one needs to know when the command is instantiated on the client (this can be named as "command execution time" as well). AFAIK, there can be 2 methods for this: ...
1
vote
1answer
69 views

Lag compensation in rocket game context

I have read a lot of papers recently to understand the lag compensation concept recently. They were all about the same context: shooter game where bullets move in infinite velocity. The most ...
1
vote
1answer
147 views

Game server/client like wordfeud

My friends and I are creating a game for mobile platforms. We are now in the phase of creating the multiplayer part of the game. We know how to do it but we are not sure how the multiplayer should ...
1
vote
0answers
44 views

How to synchronize events to clients?

I need to keep the client updated on data that's rarely changed (like health) or when an event occurs (like when a player is attacked and should have "-10 hp" above him). Those 2 specific part should ...
2
votes
1answer
139 views

Real-time movement client to server to client(s)

So the way that I tried to create a MMO like server communication was by sending strings to every-player containing information and making the client split the string. Example "John" , 42, 64 : "Bob"...
2
votes
1answer
81 views

Client and server loops don't match up

I'm trying to build a small networked game using WebGL and NodeJS. I have a basic client and server setup and I'm at the point where I'm trying to implement dead reckoning to simulate what happens on ...