Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.
1
vote
2answers
66 views
Windows Phone 7 Networked Game
Im creating a multiplayer asteroids type game for the Windows Phone 7, 2 players can challenge each other over who will get the highest score. On each players phone the opponent is displayed and both ...
8
votes
3answers
295 views
How to prevent a hacked-server from spoofing a master server?
I wish to setup a room-based multilayer game model where players may host matches and serve as host (IE the server with authoritative power). I wish to host a master server which tracks player's ...
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. ...
0
votes
0answers
127 views
Multiple Audio listeners in Scene
THIS IS UNITY
Im trying to make a FPS game over networking, it works fine.
But now, when im trying to implement sound, it won't work.
My guess would be, to add a Audio listener to the prefab, that ...
-1
votes
1answer
133 views
Sending A Class Packet [closed]
How would I be able to send a class through the internet like this.
class Player
{
public int Health;
public Player Copy()
{
return this;
}
}
And do this.
SendPacket(new ...
0
votes
2answers
532 views
Networking Client Server Packet logic (How they communicate)
I want to know what is the logic behind server client communication through packets for a real time game.
for example the server sends x packets then the client receives x packets and processes them.. ...
21
votes
9answers
1k views
Techniques to prevent non-official clients in network gaming?
In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app?
I realise there is probably no ...
1
vote
3answers
664 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 ...
1
vote
1answer
192 views
How can I refactor my code to use fewer singletons?
I started a component based, networked game (so far only working on the server). I know why singletons can be bad, but I can't think of another way to implement the same thing. So far I have:
A ...
12
votes
2answers
294 views
Are there tools for testing multiplayer code?
Are there reliable tools that can simulate real life-like network conditions e.g. networks with different bandwidth, different latencies, packet loss etc...?
9
votes
1answer
316 views
Client Side Prediction
I have a question regarding Client Side prediction.
Most tutorials and explanations assume that the Client sends messages like "Move my player up by 1 Position", but what if I send messages like "Set ...
4
votes
2answers
338 views
A simple example of movement prediction
I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that ...
0
votes
0answers
41 views
Is there a simple isometric graphical game engine (using vectors?) that could be used for a (multiplayer) crafting/farming game? [duplicate]
Possible Duplicate:
Good, free isometric game engine?
With little game development experience (albeit having graphical skills and some programming knowledge) a group currently working on a ...
3
votes
1answer
272 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 ...
2
votes
2answers
843 views
How to build a turn-based multiplayer “real time” server
I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" ...
3
votes
3answers
253 views
frame lock networking
I'm developing an RTS game and I want to add multiplayer support to my game.
I picked the easiest technique to implement for start frame locking technique.
I used server client networking ...
0
votes
1answer
182 views
Choosing the correct network protocol for my type of game (its Wc3 Warlock style)
I need to code a little game for a school project.
The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description:
up to ten players spawn into an ...
2
votes
2answers
217 views
Procedural object generation and unique identification
My question relates to procedural content generation and data management of the emerging objects in a database.
I assume a networked game, with a server-client model. Unspecified objects in the game ...
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 ...
0
votes
1answer
268 views
Client/Server game even in solo: any big problem?
I'm making a game which have strong basic design based on multiplayer but also should provide a really interesting and self-sufficient solo game. A bit like a real-time strategy game. The events and ...
2
votes
1answer
174 views
Client should send one big packet or multiple smaller ones per frame?
The client can do several actions per frame, for instance, requesting a movement, shooting etc. Should i send a packet to the server for each action the client performed during the frame, or should i ...
4
votes
1answer
158 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
1answer
2k views
Can networking be platform independent in a libgdx game?
LibGDX supports Desktop (Windows, Linux and Mac), Android and web applications. Can i code the network part of an online game without taking care of what kind a of application i'm running? i.e coding ...
0
votes
1answer
160 views
Networking middleware
I'm looking for a networking middleware that may be suitable for a medium-sized MMO.
I don't care in which language it's written, just that it's high-level, stable and has many of the features that ...
4
votes
1answer
358 views
Networking library compatible C++ and Java
There is any networking library like eNet compatible with Java and C++?
'm trying to find a way to communicate an Android game in Java with a C + + server, but I prefer to use a network library ...
7
votes
3answers
735 views
Physics not synchronizing correctly over the network when using Bullet
I'm trying to implement a client/server physics system using Bullet however I'm having problems getting things to sync up.
I've implemented a custom motion state which reads and writes the transform ...
1
vote
0answers
94 views
UDK and Protocol Buffers
Actually two questions:
Can I use TCP sockets in UDK to implement my own networking protocol? (I guess TCPLink is an answer)
Is there any way I can user Protocol Buffers inside UDK? Or anything like ...
6
votes
2answers
355 views
multiplayer networking with physics
I'm curious how multiplayer networking with physics is implemented in racing games.
We have a physical world with multiple fast-moving vehicles controlled by different people.
Let's say that vehicles ...
3
votes
1answer
162 views
P2P synchronization: can a player update fields of other players?
I know that synchronization is a huge topic, so I have minimized the problem to this example case.
Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how ...
0
votes
0answers
106 views
Dynamic proxies for game objects
I am looking for the best approach to build an observer that can monitor the changes in the game object for purposes of client/server synchronization.
For example my game may have multiple game ...
-1
votes
1answer
151 views
Game show game engine [closed]
So, I am pretty new to the world of game development, so I am a bit fuzzy on what I require. Could someone suggest a game engine that I could use? I need it to be light weight (my game won't require ...
2
votes
2answers
266 views
Do UDP game clients/servers block for receive calls?
One way to implement a client/server relationship is to have the server simulate the whole game based on the clients input and send updates back to each client, while the client is is simulating the ...
0
votes
1answer
210 views
network programming: simultaneous IO over sockets?
In my curses based game, I decided to add multiplayer functionality over net, in addition to one-keyboard mulitiplayer game. I use switch loop and in case it's 1st user's buttons,
user 1 is acting ...
3
votes
3answers
516 views
Prevent Multiplayer Cheating
I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...
1
vote
2answers
201 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 ...
7
votes
3answers
1k views
Javascript and PHP for real-time multiplayer?
I'm wondering if combining Javascript clientside with PHP/mysql serverside is a good idea for HTML5 real-time multiplayer (small scale) browser games?
My technical knowledge is very limited, and even ...
1
vote
1answer
249 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 ...
0
votes
0answers
125 views
Articles on writing a networked game with a server
I want to try out writing a networked game, as it is an important and complex field.
Here is my enviroment:
XNA (C#), A player object, drawn as a circle, with movement input. Top down.
I want to:
...
5
votes
4answers
528 views
Online Identification for Desktop Games?
What methods are there for providing means of authentification for multiplayer?
A few thoughts:
I don't want to be restricted to a single publishing platform such as Steam.
Something like OpenID ...
1
vote
2answers
136 views
Help retrieving/sending data to/from a server on iOS (C#, Mono, .Net)
I'm sorry in advance if this is a silly question.
I'm currently working on getting something running where I can grab information from a server. My goal is to make the data I'm retrieving (or ...
4
votes
2answers
274 views
game multiplayer service development
I'm currently working on a multiplayer game. I've looked at a number of multiplayer services(player.io, playphone, gamespy, and others) but nothing really hits the mark. They are missing features, ...
1
vote
2answers
386 views
Moving AI in a multiplayer game
I've been programming a multiplayer game and its coming together very nicely. It uses both TCP and UDP (UDP for movement and TCP for just about everything else). What I was wondering was how I would ...
8
votes
1answer
274 views
Running both the server and the client within the same process
Question
I have just started working with Lidgren and networking for the first time, and I've come to the realisation that it is possible to run both the server and the client within the same ...
0
votes
4answers
541 views
How do I make my game connect to a server without real IP address?
I'm making an XNA game. When I started, I had a broadband connection with real IP, so I could host servers of any kind without any problem, but now I don't have that connection any more and I want to ...
5
votes
2answers
2k views
Realtime multi-player game design principles for Node.js
I've been reading the Valve article on multi-player networking which has been adapted from Yahn Bernier's 2001 paper called Latency Compensating Methods in Client/Server In-game Protocol Design and ...
3
votes
2answers
793 views
How to synchronize clocks in multiplayer game?
I have 2 to 3 clients, that can exchange messages through Apple Game Center.
The only synchronization I need is: start the game at the same moment.
I guess this involves clock synchronization. How ...
2
votes
2answers
534 views
How to achieve smooth gameplay in a physics based multiplayer game? (2d)
I'm using cocos2d 2.0 and Gamekit for networking. I've got a server/client model. It works over wifi (local) and bluetooth. (Xcode 4.3, Objective C)
Basically, there's a ball and 2 or more players. ...
7
votes
3answers
519 views
Multiplayer tile based movement synchronization
I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that.
The game is tile based, you can only move in 4 directions, and every ...
0
votes
1answer
124 views
Syncing properties across a game server
I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately ...
1
vote
1answer
168 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 ...
