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

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1answer
223 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
539 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
186 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
872 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
433 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 ...
2
votes
1answer
249 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
527 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 ...
3
votes
2answers
326 views

Is client-side prediction supposed to cause lag?

I found this general question, but I'd like clarification on a specific point. Consider this simple scenario: Client A sends input to move at T0. Server receives input at T1. All clients receive ...
0
votes
1answer
970 views

Synchronizing Movement in an MMO

I'm trying to decide how to implement player movement in an MMORPG. Player positions must be synchronized in a way that meets the following requirements: Low lag Difficult to hack or cheat ...
3
votes
1answer
649 views

Validating multiplayer actions when using Javascript Game Engines client-side

I am using one of the many javascript game engine (impactjs, craftyjs, melonjs, easeljs etc) out there to handle the animation client-side. And I have a way of calling server-side functions and ...
5
votes
2answers
2k views

FPS networking with server sending input instead of gamestate

Why do all fps games have the server send gamestate instead of input which is smaller? One reason I can sort of see is that if the server sends input to the clients and a packet gets dropped then the ...
1
vote
1answer
2k views

Client-Server RTS networking with lockstep and lag

The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
7
votes
2answers
541 views

Detecting wins in peer to peer RTS games like Starcraft

A typical RTS game is implemented with the standard networking model: peer to peer lockstep. Consider Starcraft 2, given that Battle.net presumably doesn't know anything about the state of game given ...
6
votes
3answers
825 views

Networking for RTS games with lockstep using UDP

Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
2
votes
2answers
4k views

Simple Java networking game engine [closed]

I want to create a simple java networking game and search a networking engine that eases use of sockets etc. I have already read some questions on here and the internet about java networking for ...
3
votes
2answers
1k views

How do I keep an MMO synchronized?

I'm making a 2D, top down MMO game. ATM I can connect a player to a server and they get the map data from a DB. They can move around and hit some stuff and if they move near a viewport edge, the ...
2
votes
1answer
313 views

Client Server UDP Jumping

I don't really think this is an issue with the fact that UDP can drop packets (I'm using Lidgren and using ReliableInOrder), but basically, in my game, the client send the input keys (if forward is ...
4
votes
1answer
745 views

XNA: Networking gone totally out of sync

I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem. I started by adapting my game to the msdn xna network tutorial and ...
1
vote
3answers
406 views

2D Physics in a networked game (iOS)?

I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer. The game itself wouldn't be very ...
2
votes
3answers
879 views

What's an efficient way to represent game state for networked games?

I've done a little bit of network coding for games before, but primarily with TCP for games that don't really need to simulate real-time interaction. I am working on a (somewhat) simple 2D Java game ...
1
vote
3answers
946 views

Library like ENet, but for TCP? [closed]

I'm not looking to use boost::asio, it is overly complex for my needs. I'm building a game that is cross platform, for desktop, iPhone and Android. I found a library called ENet which is pretty much ...
5
votes
1answer
543 views

Splitting up duties for a card game server

I'm working on a game where players connect to a game server and to a lobby to play a card game against others. I have a pretty good idea how to code it and such, I'm just not sure regarding a few ...
3
votes
3answers
310 views

Loadbalancing Questions

I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into ...
1
vote
2answers
309 views

Resources for game networking in Java

I am currently working on a Java multiplayer game. The game itself (single player) already works perfectly fine and so does the chat. The only thing that is really missing is the multiplayer part. ...
2
votes
2answers
379 views

Would it be too much overhead to keep a HashMap of variables on a server per object for the purpose of syncing object changes with the client?

I am currently writing a server for a multiplayer game. I am trying to find a good solution for synchronizing GameObjects across the server. The server sends each client a snapshot of every object in ...
2
votes
3answers
1k views

How do I implement delta-only data packet updates in UDP?

Edit: My current system is going to be to send constant player updates every 1/20th of a second, each containing the player's status and position. I will also send another packet (or as many needed) ...
10
votes
3answers
817 views

Prevent players from wallhacking in an online FPS?

Why do we still moan on wallhackers in multiplayer first-person shooters? Isn't it possible to perform occlusion culling for all players server-side? For example, send player xyz information to ...
0
votes
3answers
3k views

How to make game sessions like “with friends” games?

I want to make a game like "words with friends" or "chess with friends" or "Draw Something" or any of the other online multiplayer type games that are based around friends having game sessions with ...
10
votes
3answers
1k views

Is knowledge of hacking mechanisms required for an MMO?

Say I was planning on, in the future (not now! There is alot I need to learn first) looking to participating in a group project that was going to make a massively multiplayer online game (mmo), and my ...
9
votes
1answer
601 views

How to keep a data structure synchronized over a network?

Context In the game I'm working on (a sort of a point and click graphic adventure), pretty much everything that happens in the game world is controlled by an action manager that is structured a bit ...
0
votes
2answers
146 views

How much to bake user input in a client-server?

Assume a client-server game where there server manages all state and the clients are simply rendering / input. How much should I bake user input from the client before sending it off to the server? ...
4
votes
3answers
550 views

Send regular keyboard samples OR keyboard state changes over network

Building a multi player asteroids game where ships compete with each other. Using UDP. Wanted to minimize traffic sent to server. Which would you do: Send periodic keyboard state samples every from ...
3
votes
1answer
452 views

Photon alongside LibGDX

Can anyone point me to a possible implementation of the Photon network engine along with LibGDX for Android? Or any multiplayer networking SDK for all that matters. From reading source code it ...
10
votes
2answers
586 views

Do I need to implement IPv6 support for my game?

I'm going to implement network features for the game I'm currently working on, now I'm wondering if I need to implement IPv6 support or just having support for IPv4 is enough?
3
votes
1answer
664 views

Any good web frameworks for asynchronous multiplayer games?

I'm trying to craft a site for web-based (original) board games, and my client (currently written in Actionscript, but that's highly fungible) works fine - I can play solitaire games in the client - ...
7
votes
2answers
1k views

Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is ...
4
votes
1answer
441 views

Components in a client/server network game?

Behavior and logic are executed on the server. The clients are mostly for rendering, audio, and gathering input. It looks as though most of the a components architecture benefits are only realized ...
6
votes
2answers
669 views

A Poker Game with XNA

A customer of mine asked me to develop a Poker Game for him where they play poker with his friends online. I have been looking for a good reason to start programming with XNA. Would you implement ...
2
votes
0answers
738 views

Strange Flash AS3 xml Socket behavior [closed]

I have a problem which I can't understand. To understand it I wrote a socket client on AS3 and a server on python/twisted, you can see the code of both applications below. Let's launch two clients ...
2
votes
1answer
820 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 ...
7
votes
4answers
1k 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
303 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
983 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
2k 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
593 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
856 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
160 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 ...