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
1answer
754 views

XNA 4.0 and Lidgren Library, How do I create a server/client hybrid?

My use of terminology may be off a little bit. I have been playing around with the Lidgren XNA sample for how the library works, and it is simple to implement it looks like. I am curious on the logic ...
6
votes
4answers
950 views

Server-side physic simulations with hundreds of players

I’m currently working on a singleplayer physics-orientated game where I would like the physics to be simulated server-side. This because the game will have leadersboards, persistant player ...
-2
votes
2answers
295 views

Is it possible to have a cross platform multiplayer game on iOS?

Does Apple allow socket programming? I figure if I am able to send and receive UDP packets (at least over wifi) the possibility is there.
1
vote
1answer
769 views

Lag compensation of projectile shooting game

I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution: Player hits fire button. Client sends input "fire". Client waits for server ...
4
votes
6answers
1k views

How to hide a MMORPG backend server from the internet?

I want to create a network where the main servers IP is never exposed to the client. By going throught tunnels. Here is a sample: http://dl.dropbox.com/u/12304631/eliteots/mc/network.jpg Problem ...
5
votes
2answers
1k views

How do MMO servers communicate with players who are behind a NAT?

I'm now planning to develop a real-time mmo in the future using udp as the transmission protocol since it has lesser overheads than tcp... I understand that between the client and the server, they ...
4
votes
1answer
554 views

Multiplayer box2d networking for turn based game

I am currently in the planning stages for a 2D game for mobile devices which I will be making in C++ using cocos2d-x. The game will be turn based and each turn will have a phase in which the physics ...
2
votes
1answer
734 views

Real-time UDP multiplayer games: ping measurement?

In real-time multiplayer games that use UDP for the actual game (CS:S, UT, etc.), how is network latency (ping) measured? More specifically, how do you find out how long ago a UDP packet was sent? ...
0
votes
1answer
159 views

client - server position syncronization in flash

I trying implement client - server position syncronization. Every 20 game ticks i sending to flash client correction of player position... and it always wrong on client, flash always cant predict ...
0
votes
2answers
2k views

LAN game in Actionscript 3

I know this may be a somewhat dumb idea, but is there any "easy" resource that anyone can point me towards that shows how to set up a simple LAN connection in an Actionscript application? I only need ...
4
votes
1answer
311 views

Is networked gameplay inherently hard to debug and create?

I have worked with xna before and made a simple networked game. I have also worked with unity3d as well. One thing I notice on many game engine web pages is that they talk about how the engine is ...
0
votes
1answer
536 views

MMO lag compensation problem

i'm writing small mmo, using boost library, i want to make it non-target game, but when i came to part where i need to save previous game states i became confused. How to implement game world, npcs, ...
2
votes
3answers
390 views

Best way to handle realtime melee AI in authoritative network environment

So i've been working on a multiplayer game for a bit; it's a co-op action RPG with real-time combat. If you've seen or played TERA, I'd say it's comparable to that, but not an MMO, heh. I'm currently ...
1
vote
1answer
359 views

Implementing an online database

I'd like to get into online games programming. I thought that as a start i'd be a good idea to implement an online database that would store the progress and score for a game i have made, i'll ...
1
vote
2answers
681 views

Server hosting and costs [closed]

I'm developing a game that will require renting a server. The server will be used to host scores, clans, friends(on/off), match making, lobby, and chat. The game/match will be hosted by each player ...
4
votes
1answer
468 views

How do I avoid losing prediction responsiveness due to client interpolation?

In my online game, I am using client prediction and client interpolation to give the illusion of responsiveness over a networked connection. The client prediction applies inputs that haven't yet been ...
0
votes
3answers
694 views

XNA Multiplayer Gone Wrong

I'm trying to add multiplayer to my XNA platform game, and have just failed miserably. The idea behind my method is that the client knows what tick the server is at, and knows how long it takes to ...
3
votes
3answers
728 views

How to parse & “pack” network commands?

I'm currently creating a game which should be multiplayer (client-server-client), but I'm stuck. I have been doing crazy things like building a text chain like string networkMessage = userHash+" ...
15
votes
3answers
3k views

How does client-side prediction work?

I've read Valve + Gafferon and hundreds of pages from Google, but for whatever reason I can't get my head around client prediction. To my understanding, the basic problem is: Client A sends input ...
4
votes
2answers
147 views

How do I synchronise real-time moves of players on a grid?

I'm working on a real-time game based on a grid. Each player can move a single square at a time. A server tracks the game state and notifies clients of changes. It's possible for two players to make ...
1
vote
1answer
536 views

Securing a TCP connection on iOS for an MMO

I am currently building an iOS MMO and I'm leaning towards using TCP as my networking protocol over the higher level HTTP (for the speed difference and the fact that it does not require the client to ...
0
votes
2answers
177 views

Design of networked Asteroids

I am looking for some advice on what would be a good way for users to play Asteroids over the network. Its my first game and so far I have it working in 2D using polygons across a scrolling world in ...
1
vote
2answers
399 views

Networking server/client library to setup p2p connection

I'm making a multiplayer game, and I want to setup a p2p network. I'm coding a server in python to make the matches and send each player it's adversary ip and port, but I'm having trouble to make udp ...
2
votes
2answers
2k views

Cross platform C++ UDP socket library

Can somebody recommend a free C++ open source library which I will use to build a networked game using UDP. Must be available for Windows/Linux/Mac. As lightweight as possible please.
3
votes
3answers
2k views

Multiplayer API with Unity 3.5 and AS3

On the faq for the current preview release, http://unity3d.com/unity/preview/faq it says that while networking is not currently supported for flash compilation, we can write our own in AS3 using the ...
-2
votes
1answer
5k views

How do I start writing an MMO game server? [closed]

I am developing a multi-player on-line game. I just started coding the server but I have no idea how to do it. Do I have to use threads ? And if i do, do I need one thread for every client? Knowing ...
5
votes
4answers
695 views

How does a wow server handle which player position to set to each nearest players?

I already understood how game developers could create very large game levels, bypassing the floating point precision limit. This was my very first mind boggling question, and I understood it when I ...
8
votes
4answers
347 views

Can packet latency fluctuate?

Can the time it takes for a packet to be transmitted from a client to the server fluctuate?
1
vote
0answers
209 views

The status of Unity networking code [closed]

I am new to unity world I want to inquire the status for networking script and tutorial which is available at unity site my question is: Is that code is compilable as I have couple of times tried to ...
3
votes
5answers
4k views

UDK client, C++ server (is it possible?)

For example I have C++/C# server side with sockets or http web server and UDK client. I am interesting what about experience with networking in UDK: could I connect UDK client to C++/C# socket server ...
3
votes
2answers
212 views

What is a fair latency, to cut off game connection at?

I'm currently coding a realtime game. I'm doing alot of technical operations with the physics world (resimulations of old world states etc.) to prevent game lag. I save the world state every physics ...
24
votes
2answers
2k views

How to network this entity system?

I have designed an entity system for an FPS. It basically works like this: We have a "world"-object, called GameWorld. This holds an array of GameObject, as well as an array of ComponentManager. ...
11
votes
1answer
2k views

Should I write my own physics engine, because of networking integration?

I'm currently developing a top down, realtime, zombie shooter. I'm coding this in Java, using JBox2D as my physics engine. I have been coding the networking this week, and am now up to the physics ...
2
votes
2answers
3k views

How does networking in XNA work?

I am quite confused over how networking works in XNA. I'm currently developing a game for Xbox. I want to create a multiplayer environment and read some tutorials about it. But I'm confused over how ...
8
votes
3answers
548 views

What multiplayer security should I take into consideration in my game?

I'm thinking about clients spoofing IP addresses, tricking other clients that they are the server that sort of stuff (I don't know much about this, so if this is completely wrong, please correct me). ...
11
votes
3answers
1k views

How do I efficiently code both the client and server at the same time?

I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid ...
6
votes
2answers
509 views

Using the DTLS protocol for multiplayer games

I am considering using the DTLS protocol for my online multiplayer game. For those who don't know, it is essentially a port of TLS to UDP datagrams. According to this paper, the main overhead of the ...
1
vote
1answer
710 views

Which toolkit to use for 3D MMO game development? [closed]

Lately i've been thinking about which path to follow for developing an 3D Online game. I have googled a lot but i couldnt find a good article that covers both game development and online server & ...
5
votes
1answer
695 views

Advice for programming a lobby for a network multiplayer game?

I'm working on learning network programming. I'm working on a simple card game. The basic idea is: Players enter the lobby Players see tables Players sit at an empty seat Once they sit, they do not ...
2
votes
3answers
404 views

Best way to implement mouse-based movement in MMOG

I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than ...
4
votes
2answers
463 views

Secure login for a game that is open source

I am making a game which i will be open sourcing. Its a simple arcade like game but requires a network connection because it is meant to be played with other people. The thing i am worrying about is ...
10
votes
3answers
6k views

Best solution for multiplayer realtime Android game

I plan to make multiplayer realtime game for Android (2-8 players), and I consider, which solution for multiplayer organization is the best: Make server on PC, and client on mobile, all communition ...
-2
votes
2answers
179 views

Resources about movement and simulation in multiplayer games [closed]

I am developing a multiplayer game, similar to Castle Crashers. This is the first multiplayer game I do so, before starting to code, I am trying to learn what's the best way to do it. I found some ...
2
votes
2answers
279 views

What use for a 3d browser based multiplayer online game?

Can you help me choosing the right tools for this project? It's a 3d browser based multiplayer online fighting game. A few 3d functions are necessary for positioning, but no heavy rendering will ...
0
votes
2answers
461 views

How do I organize my class structure for networking?

In my gameclient I have the following classes(compontents): Game, GameScreen, GameWorld, Player. They are structured like this: Game has two GameScreens: MenuScreen and MainScreen. MenuScreen has an ...
9
votes
3answers
1k views

Is there a pattern for writing a turn-based server communicating with n clients over sockets?

I'm working on a generic game server that manages games for an arbitrary number of TCP socket-networked clients playing a game. I have a 'design' hacked together with duct-tape that is working, but ...
2
votes
3answers
1k views

Check if the vector is behind another or maybe opposite directions?

I'm doing a network game and on the client side, i interpolate the client position with the server sent extrapolated position. The client has its own physics simulation wich is corrected by the server ...
12
votes
4answers
777 views

How can I assign entity IDs in a robust way in a network game?

I'm working on an entity system for a networked game and I'm assigning each entity a unique 32-bit integer id that I can use to serialize references to entities and the entities themselves. Currently ...
6
votes
1answer
3k views

Network client-server message exchange and clock synchronization help

i'm doing a fast paced physics game that is a table hockey. With two mallets and one puck. The game runs on iphone / ipad and i'm doing the multiplayer part through GameCenter. This is how the ...
5
votes
1answer
285 views

Reliability and suitability of 3G connection for client-server turn-based non-asynchronous game

I am working on an iOS turn-based client-server game and I am concerned with the reliability of the connection and the length of time it takes to establish the connection. The game is turn-based but ...