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

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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
223 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
322 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
537 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
588 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
395 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
3k 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
388 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
341 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
270 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
272 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
362 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 ...
3
votes
1answer
272 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
192 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 ...
2
votes
1answer
4k 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
310 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
724 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
2k 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
127 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 ...
7
votes
2answers
512 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
198 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 ...
2
votes
2answers
325 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
271 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
1k 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
253 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
3k 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
330 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 ...
5
votes
4answers
550 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
229 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
400 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
450 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
461 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
605 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 ...
7
votes
3answers
3k 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 ...
4
votes
2answers
2k 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 ...
4
votes
2answers
1k 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
935 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
172 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
221 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 ...
8
votes
3answers
2k views

Best peer-to-peer game architecture

Consider a setup where game clients: have quite small computing resources (mobile devices, smartphones) are all connected to a common router (LAN, hotspot etc) The users want to play a multiplayer ...
6
votes
2answers
510 views

Solution for lightweight LAN peer discovering?

I built a library for purely cross-platform programming. My games made with it run fine in Android , Pc, Linux, Mac etc. The networking capabilities are provided by ENET library, therefore all ...
1
vote
2answers
1k views

how should I network my turn based game?

I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use ...
-2
votes
1answer
183 views

Issues with networking in my Java game, Client crashes when I try and read from the server input

A buddy and I have been programming a code game over the last 2 weeks, it is intended to be a multiplayer game with the ability to have 2 players play against each other. I am running into an issue ...
5
votes
1answer
828 views

How often should multiplayer games communicate with the server?

I once heard that Runescape "ticks" every 0.3s, and that seemed like a very long period of time, although Runescape is kind of a slow game. I'm building a more dynamic top-down shooter game, and I'm ...
2
votes
3answers
422 views

Game engine that allows for objects being placed in-game [closed]

I am looking for a game engine with multiplayer support that allows for players to place objects in the terrain. (eg. in TF2 one can place teleporters, etc... or in minecraft one can place blocks). I ...
1
vote
1answer
2k views

Best way to use Raknet from C#?

I am trying to learn Raknet with C# and I found it extremely confusing. The Raknet tutorial seems to work well in C++. I have already made the chat server from the tutorial. I am looking to do ...
2
votes
1answer
248 views

How should bots be recognised in a game?

I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, ...
2
votes
1answer
506 views

Dynamically Deformable Terrain In Game Engine

I am looking for a game engine that is open to the public for free or at a payed price that allows for any reasonable way of doing deformable terrain over a network. The closest I have found to this ...