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

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1
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2answers
38 views

Is this a viable architecture for lag compensation?

In some games/engines (such as Source), the server compensates for latency by applying player inputs in the past. Whenever the server receives a player's input for a frame, it rewinds the game to the ...
6
votes
2answers
313 views

How do I duplicate a Box2d simulation, mid-simulation?

I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same ...
8
votes
1answer
129 views
+50

How would a game-state snapshot system be implemented for networked real-time games?

I want to create a simple client-server real-time multiplayer game as a project for my networking class. I've read a lot about real-time multiplayer network models and I understand the relationships ...
0
votes
1answer
79 views

Is there a pattern for handling multiple game states?

I'm experimenting with writing a multiplayer game, almost from scratch (I'm using C++, OpenGL, ENet, and platform-specific APIs) with a client/server networking model where the server is ...
3
votes
1answer
68 views

Sending Client Input to Server (which way?)

I am trying to get networking working for my game, I've read several sources of information about this subject but one thing is still unclear for me. The way I process client input is by executing a ...
2
votes
1answer
67 views

When two RPC methods have the same name, which is called?

I have a situation where I would want two of the same components( in a hierarchy ), to be on a GameObject. If this component has an RPC method, it obviously cannot change name per instance of the ...
1
vote
1answer
52 views

How to securely retrieve game stats from clients in a p2p game network?

I'm working on a P2P game and I know I should never trust the clients. I my architecture, there is a "Master Server" that stores game room (host) informations. Players can create their own rooms ...
2
votes
1answer
45 views

How to output to the Oculus and a 2D screen?

We'd like to present an Oculus game to a large group of people. Not everyone will have an Oculus headset, so we'd like to output to both the Oculus and a second display. The problem is that the ...
2
votes
2answers
95 views

Using peer to peer for prediction in a client-server network model

By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
2
votes
1answer
64 views

How can I make Network.RPC call a method with params object[]?

Why do I need to do this? The game I'm working on fully conforms to a component style design. Every component that a game object uses is placed on the object and is disabled/enabled based on it's ...
3
votes
1answer
316 views

How can I separate component functionality from networking logic?

Is it possible to make network independent components that allow networking details to be specified externally? For example, if I have a "Follow" script that follows a game object, it would need to ...
2
votes
3answers
706 views

Is there a library or a framework that handles networking in an RTS? [closed]

I'm aiming for making a(n) RTS game with networking so instead of doing tedious stuff like networking I wonder if there is a library/framework that will save me the effort. I intend to make that game ...
7
votes
3answers
2k views

Are completely dumb client multiplayer games feasible? [closed]

Is it possible to make a networked game, where each client displays a pixel array sent to it by the server, and sends inputs back to the server? This would be much simpler to implement than using ...
0
votes
1answer
111 views

Decentralized Matchmaking in Unity?

I'm making a card-playing game, similar to Magic Workstation. I've been looking into several options for networking. I have a working LAN version with the build in Unity networking, as well as Photon ...
0
votes
1answer
122 views

Sending RPC calls from server to client inside Unity

In my game inside Unity, I have two scenes setup. One for the main server ( acts like authoritative server ) and the other scene for my client. The game starts once my client connects to the server. ...
5
votes
2answers
137 views

Which game logic should run when doing prediction for PNP state updates

We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
0
votes
1answer
52 views

how to guarantee the order of response in a service-oriented mmo server cluster

i'm working on a mmo server these days. it's a service-oriented architecture, every service is one process which processes a specific type of request, and i have inventory service, battle service, ...
35
votes
9answers
5k views

How are deterministic games possible in the face of floating-point non-determinism?

To make a game like an RTS networked, I've seen a number of answers here suggest to make the game completely deterministic; then you only have to transfer the users' actions to each other, and lag ...
1
vote
1answer
39 views

What are some rarely-mentioned networking models/strategies? [closed]

I've been thinking about multiplayer and networking a lot lately, and I've found oodles of information, but I feel like there might be some standard models or strategies for networking that I haven't ...
0
votes
1answer
42 views

Using RPC's for movement of an object across a network [closed]

I've been building upon http://www.gamasutra.com/blogs/DarrelCusey/20130221/187128/Unity_Networking_Sample_Using_One_NetworkView.php At the moment when I spawn a sphere on the server it spawns on the ...
0
votes
0answers
44 views

Passing random number parameter to RPC call inside Unity

So I have posted a similar question previously but this is more specific to actual code that I am trying to implement for a multiplayer game that I am working on for IPAD. In short, this will be a ...
0
votes
0answers
38 views

Rewriting the existing code for RPC in Unity

So I am basically done making a game inside Unity. The next phase is for me to make the game run on different IPAD devices ( max 4 ). So the main game would run from a PC which would act as a server ...
1
vote
1answer
88 views

Server to client update rate

I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates ...
4
votes
4answers
294 views

How do I prevent receiving data from the network from dropping rendering frames in a multiplayer game?

I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues. Since this is a ...
4
votes
1answer
118 views

Executing commands at the exact same time on 2 or more computers

I have an RTS game, with deterministic simulation, but if I want multiplayer to actually work, I need commands sent between computers to be executed at the exact same time. My game's networking is ...
0
votes
0answers
106 views

Google Play Game Services - Handling messages via p2p, host or no host?

I am developing a real time multiplayer game using Google Play Game Services. The underlying networking is done via P2P. Everything I read says I should still have a game host that sends out all the ...
2
votes
1answer
88 views

Lidgren peer to peer

I am currently integrating Lidgren into my Unity game. I need to move away from the built in networking capability in Unity because of the style of game I am making, basically MMO, I will have far too ...
0
votes
0answers
60 views

Client-server architecture with box2d

I am running a client-server architecture with an authoritative server running box2d and the client running box2d as well. If gravity is set to 0, is there any point to linear interpolation and ...
2
votes
3answers
446 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 ...
3
votes
3answers
1k views

Limitations of p2p multiplayer games vs client-server

I am reading up on multiplayer game architecture. So far most of the articles i've found deal with the client-server model. I'd like to know what are the limitations for using a p2p architecture? ...
1
vote
0answers
64 views

Unity 3D Photon Network wait for all buffered RPCs to be called

I am having a lot of fun with the Photon Network asset, and I'm having this issue where I need to instantiate the players at different spawn spots, but not in a random way, instead I thought it would ...
2
votes
1answer
67 views

How to sync gamestate between server and clients in turn based 4x game?

Background information: I am developing a game similar to other 4x games like Sots, MoO,... I am storing all information about the game(like star/planet/ship/fleet positions, owners and a lot of ...
1
vote
3answers
131 views

How to handle network game [closed]

I'm currently building my own game using LIBGdx in JAVA but i'm facing some trouble. My game is base like this : A player have a position and some other parameters that are float, int types. He also ...
1
vote
1answer
119 views

How do console games avoid port forwarding with user hosted servers?

On AAA xbox games (Call of duty, etc.), the company acts as a matchmaking service but the users host all of the games. Because not everyone has ports forwarded on their router, how do these games ...
1
vote
1answer
84 views

Inventory management syncronized network

I'm implementing an inventory system with items in 1x1 slots in a open-world multiplayer game. But I can't decide how I want to synchronize the item management with the server. I see two options here. ...
5
votes
2answers
362 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
0answers
62 views

Client side latency when using prediction

I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the ...
3
votes
2answers
163 views

How to synchronize the ball in a network pong game?

I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
5
votes
2answers
479 views

How to sync client and server at the first frame

I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to ...
0
votes
2answers
228 views

UDP Netcode Architecture for Fighting Game

I am programming a fighting game that uses a UDP client/server architecture for multiplayer. The server can handle multiple clients, two of which (or one being the server) are playing and the rest are ...
-1
votes
3answers
226 views

Handling packet impersonating in client-server model online game

I am designing a server-client model game library/engine. How do I, and should I even bother to handle frequent update packet possible impersonating? In my current design anyone could copy a packet ...
9
votes
3answers
764 views

How do I prevent identity spoofing in a multiplayer 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 ...
1
vote
0answers
31 views

What are options for cross plaform peer to peer? [closed]

I'm looking for Windows 7/8, Android, iOS and possibly Windows Phone support I've looked at: libjingle. It holds promise, but looks complex to integrate and doesn't seem to offer Windows Phone ...
0
votes
0answers
109 views

Realtime Multiplayer Server for Backgammon in Unity2D

I am doing a project as a student. As I'm developing a Backgammon game for iOS and Android. I have faced the problem of choosing the best method for my server. In this game users will join a room to ...
2
votes
1answer
175 views

Online RTS Game Architecture for Mobiles [closed]

We came up with an idea for a real-time strategy game for mobile devices that can play with other players over a network. I'm trying to plan out the architecture/protocol required for such as system. ...
2
votes
2answers
530 views

Kryonet usage for game networking

Im making a game where real-time data is exchanged between server and clients, and I was using java UDP sockets straight up, but I reached a point where I actually need to know if a few specific ...
3
votes
1answer
175 views

How frequently do my game server need to message the client?

I am writing a game-server and a game-client. In the client there is a game loop that has a delay of ~16ms (because that would be nearly 60fps). All the logic is at the time handled at server side so ...
1
vote
0answers
60 views

Any easier way to add networking to an XNA game? [closed]

I know that the MSDN has an article on this but I'm not developing for Xbox so I'm not sure if I should use NetworkSession or LocalGamer etc etc because I think they are Xbox only. But I haven't tried ...
1
vote
1answer
137 views

game server/client user input/event handling

I'm currently getting my feet wet in the realm of networking, so I set a goal to make a simple client/server game using SFML for both graphics and networking. In my head it seemed easy at first, but ...
7
votes
3answers
1k views

Efficient data packaging for a client-server network

Language: C++ My question is as follows: I would like to know what would be the best or at least a good way to pack and send data from client to server and the reverse. There will be a few data ...