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

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-1
votes
1answer
335 views

Asynchronous Game server [closed]

I am building an asynchronous multiplayer game (which can be compared whith a chess game) with Unity (up to 4 players in game). But I am stuck at choosing the server side solution. For me this kind of ...
2
votes
3answers
458 views

Event-driven vs state synchronizing networking model

I was going through the Tribes network model and the network model used in Quake3. What I understand is that Tribes is more of an event based model where as the Quake model uses game states and delta ...
0
votes
1answer
117 views

Would a custom mod built for RakNet be automatically usable with Unity?

Context: I'm interesting in developing a security module for servers that handle mobile games, and I'd like it to be usable by the most people possible. So I'm trying to decide what server software I ...
-1
votes
1answer
181 views

Server fixed timestep not running at 30Hz but way way too fast [closed]

I'm trying to make my game's server thread run at a fixed 30Hz but can't figure out how. Basically, before I just had a stupid while(1) { //do everything as fast as you can} which means that for my ...
1
vote
2answers
758 views

Packet handling system architecture?

I'm working on a multiplayer Flash game (ActionScript 3) with an accompanying server written in Python and I'd like some tips regarding networking, and specifically, the handling of packets and ...
6
votes
2answers
479 views

Networking Questions: Serialization and Frequent Small Packets or Fewer Large Packets

I'm working with a socket server and I'm trying to decide how to update all of the clients. I'm currently sending few packets with entire objects serialized in JSON. In most cases this adds a lot of ...
0
votes
1answer
127 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
343 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 ...
5
votes
1answer
580 views

Structuring server-side networking with entity-component systems

I've been working on an online game, and recently have been working on converting the base of the game to use the Artemis Entity System Framework. I'm having a bit of difficulty conceptualizing ...
1
vote
1answer
116 views

synchronizing view state between nodes in a rendering cluster

I'm building a display wall demo application. The environment: N machines, each driving up to six displays Wired gigabit switch OpenTK application to draw the pretty pictures, running 1 copy on ...
1
vote
1answer
280 views

Do “write once run anywhere” engines require platform specific code for multiplayer?

I've been investigating the myriad selection of mobile game dev engines that allow compilation of your code onto multiple target platforms, but, something I can't seem to figure out is if ...
4
votes
1answer
149 views

How to setup a client to work with a remote server or a local included server?

I'm working on a Networked multiplayer game, but while developing and for testing I want to set up a local server that acts like the multiplayer server. My thought is to approach the server as a ...
2
votes
0answers
144 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
258 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
122 views

Efficiently storing game states history for physics?

I would like to store the history of a box2d simulation. Currently I can't find any built-in mechanism for that. I need to store the states of all non static objects in the last second, mainly for ...
18
votes
5answers
1k views

Tricks in game mechanics to avoid dealing with network lag compensation?

Implementing network lag compensation is hard, how to avoid it? Maybe it's possible to use tricks and build game mechanics in such a way that lag would be percieved as a non critical or even as a ...
10
votes
4answers
693 views

Run a physics simulation on both client and server?

I'm implementing a multiplayer asteroids clone to learn about client/server network architecture in games. I have spent time reading GafferOnGames and Valve's publications on their client/server ...
0
votes
2answers
184 views

Practical Way to Store and Communicate Data for a Multiplayer Game Like This

I am working on my first multiplayer game, as I have become bored with my single player indie games. However, I have a question. Players will be placing items on a map which is arranged in a grid, ...
7
votes
3answers
572 views

How do I prototype an online game?

I would like to know if you guys know of any libraries, engines, or even simply design patterns that heavily simplify the task of sharing information and sending of messages between networked ...
1
vote
1answer
280 views

Server architecture software side

I'm making a game some like Terraria. I have a couple of prototypes, but most of them use a "entity-component-system"(ESC) and some custom terrain implementation. Now I've reached the part where I ...
1
vote
2answers
346 views

Networking dynamic game worlds

I'm working on a 3D massively multiplayer space game in C++ and I'd like some advice from experienced game developers. Essentially, the world (universe) simulated on the server is absolutely dynamic, ...
3
votes
6answers
473 views

Should Client->Server/Server->Client packets be separate?

When working on network packet structure for games, what is more efficient (in terms of code structure) for packet reading for client/server? Currently, Our packet structure is to send the packet ID ...
8
votes
2answers
376 views

How to handle entity path-finding and movement in a large networked world?

Considering the image above with tiles split into 32x32 boxes, I have an entity which is marked to 'aggro' nearby players that come close to it. I'd like this monster to ideally chase the player (and ...
1
vote
1answer
379 views

Turn based card game multiplayer: http polling or TCP

I am working on card games for mobile devices. For multiplayer I will be communicating through a central server. For the purpose I sorted out three options: HTTP polling TCP Websocket (client ...
1
vote
0answers
108 views

2D Java Networked Game Coordinate Updating [closed]

I'm currently developing a networked 2D MMO-style game in which several thin clients (ran in an applet) are able to connect to a server and well, do MMO-style "things"! Some more background on the ...
1
vote
0answers
123 views

Input and packets handling when using render interpolation

I'm implementing valve's networking model for my simple top down game but I have some design problems and I just can't think of good solutions. The one of the main ideas that there is a render time ...
8
votes
2answers
533 views

How to find a game server in the LAN network with IPv6 technology?

Back in the IPv4 days, people simply used broadcast packets check if there are any server available in the network as described in this answer. But in the IPv6 protocol they've dropped broadcast ...
2
votes
1answer
297 views

Particle systems on multiplayer games

I'm working on a 2D javascript/Three.js multiplayer game, using web sockets and an authoritative server currently written in Python. The combat mechanic will be similar to Geometry Wars however i'm ...
3
votes
2answers
392 views

Syncing game states in a multiplayer RTS game

I'm working in a group with 2 friends on our Gr. 12 final project for programming. We're making a multiplayer RTS game. I've been assigned to the networking section of the game, and none of us have ...
2
votes
1answer
257 views

How to properly do weapon cool-down reload timer in multi-player laggy environment?

I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients ...
7
votes
4answers
1k views

Multiplayer online game engine/pipeline

I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other ...
2
votes
1answer
191 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 ...
1
vote
2answers
76 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
380 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
304 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. ...
-1
votes
1answer
198 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 ...
1
vote
2answers
1k 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 ...
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 ...
1
vote
1answer
220 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
320 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
520 views

How do I sync client and server when sending player speed changes?

I'm implementing client-side prediction. Most explanations assume the client sends messages like "Move my player up by 1 position". What if I send messages like "Set my player's velocity to x"? On ...
4
votes
2answers
560 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
44 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
378 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
2k 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
373 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
321 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
264 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
271 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 ...