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)

1
vote
0answers
63 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
196 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
vote
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
vote
1answer
110 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 ...
1
vote
0answers
135 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
127 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
vote
2answers
65 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
145 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. ...
1
vote
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
vote
0answers
34 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
63 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
86 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
vote
0answers
108 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
221 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
144 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
177 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
vote
0answers
80 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
vote
0answers
36 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
351 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
391 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
74 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 ...
3
votes
2answers
127 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
382 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
vote
0answers
473 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
238 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 ...
1
vote
0answers
519 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
634 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
223 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
65 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
142 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
128 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 : ...
2
votes
1answer
76 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 ...
2
votes
1answer
61 views

Reading messages from a certain client in Lidgren

I'm setting up a game with Lidgren, and I was wondering if there was a way to read a message from a certain client instead of just from the server as a whole, such as- //Why doesn't this exist? ...
1
vote
2answers
134 views

Network game syncing

I'm creating a networked game and I have a huge problem understanding how to keep everything in sync. Right now I have a server and a client and the client can log in and move a character around using ...
12
votes
4answers
2k views

How do you allow networking code to be written in the later stages of the development?

I'm currently in the early progress of writing a game which I eventually will want to improve in most aspects. How can I skip out on writing network code yet leaving it fairly easily implemented, that ...
3
votes
1answer
74 views

Lidgren not starting server properly

I have a server set up for my game with Lidgren, and it works well when I have it set up on one machine, but if I try to run the server on another machine, I am unable to connect from other machines. ...
1
vote
1answer
772 views

Making a master server in Photon Unity Network?

I am trying to make a game that requires a dedicated server running 24/7 and I would like to use Photon Networking but can Photon Network handle/do a dedicated server setup? The reason I ask is ...
1
vote
0answers
47 views

How to detect when client state drifts from server state?

I'm obviously talking about an authoritative server to which client sends commands and gets state updates. My question is when I get a position update and know how many milliseconds ago it was ...
1
vote
2answers
426 views

Networking with UDP, should I keep sockets open on the server

I am working on making a 2D platforming game that will have multiplayer functionality. Over the last few days, I have done a lot of reading regarding how to deal with the networking, and believe that ...
8
votes
1answer
315 views

(Unity) Optimised networking solution for many moving objects

I've currently undertaking quite an ambitious project. In short, it's a real time multiplayer strategy game which has bacteria mechanics. Essentially, I have two remote players in the environment, ...
1
vote
2answers
135 views

Do I need TCP socket?

My game uses UDP sockets to stream updates between server and client and I've also made a reliable channel that resends messages if there's no response and makes sure same message isn't processed ...
2
votes
1answer
2k views

Unity 5 Client RPC call: Failed to Invoke ClientRpc

I have a Unity 5 client and server running. On the server a path is generated and I want the client to receive the position of each target node on this path. Following the Client RPC calls section ...
2
votes
0answers
150 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each ...
4
votes
2answers
144 views

Authoritative movement with client side prediction

I don't fully understand how client side prediction works with authoritative movement. Let's say we have: client at position(0,0) server at position(0,0) Now the client wants to move forward ...
3
votes
1answer
590 views

How should I send packets to multiple clients on UDP? [closed]

I'm developing a 2D action side-scroller shoot-em-up game and I recently implemented the multiplayer aspect. When the server sends packets containing the game state (which are about 500-700 bytes) ...
2
votes
3answers
166 views

Only send moves for P2P 2 player LAN game?

I am making a 2D network game. The concept is simple, a player have to shoot the other player to win. I'd like to improve this game ( add a map, items, monsters, w/e ), but later. This is my first ...