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
67 views

Interpolation over a network - receiving and drawing an opponent in 1v1 game

I'm a newbie Java coder and I'm creating a 1v1 game with an authoritative server and two clients. My whole network is based on UDP packets: sending positions from clients sending confirmations ...
3
votes
1answer
216 views

RPC events with client side interpolation

I've implemented client side interpolation, where a specified delay is put on each client. This allows them to interpolate between positions and rotations. Unfortunately, this means every thing else ...
0
votes
2answers
62 views

How can I simulate the effects of network latency to test my lag compensation?

I am trying to observe the effects of lag compensation in my game by increasing my ping to 200+, adding loss, and by the limiting bandwidth to simulate wide area network delays using Network Emulator ...
0
votes
0answers
46 views

Unity 5 Command not being sent

I have a client server build in Unity 5. I want to send a command from the client to the server with a GUI button click, this is for testing purposes. So on my client all I want is to click a button ...
7
votes
3answers
730 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 ...
0
votes
1answer
33 views

Sending message to all players in room from Photon server?

I need to send a message to all players in the room from a Photon server. Sending the message from a player would introduce too much latency so I need the server to collect data and distribute ...
0
votes
1answer
50 views

Port forwarding client and server?

So, lets say i have a client and server sending information to each other. Do i have to port forward both the server and the client, or do i just port forward the server? If i have to do both, is ...
1
vote
1answer
110 views

Game server/client like wordfeud

My friends and I are creating a game for mobile platforms. We are now in the phase of creating the multiplayer part of the game. We know how to do it but we are not sure how the multiplayer should ...
2
votes
1answer
101 views

GameObject scope over RPC call

Debugging my code I faced some unexpected behavior. I called an RPC using uLink.NetworkView on the server passing some parameter including a GameObject tagged as Player. Inside that RPC I make a ...
2
votes
1answer
79 views

UDP server and two clients

So - my whole knowledge comes from google and stackoverflow. I'm trying to create an UDP server (with two slots per new instance of the game) and clients. My problem is here that I totally don't know ...
2
votes
1answer
26 views

Slick2D Networking Crash

This is my first post, so I apologize if it's been put in the wrong place or something. Anyways, here's my problem: I've run into an issue with running my client-side code in one of my game-states. ...
4
votes
1answer
165 views

Should I encrypt my multiplayer network traffic?

My plan has been to use RSA to exchange AES session-keys with a client, which is then used for all the usual in-game stuff. Clients never connect with each other, all communication is client to server ...
0
votes
0answers
26 views

Libgdx easy peer to peer connection

Background Information Since a few weeks I am trying to create a easy libgdx game... Maybe a bit similar to Binding of Isaac... But theres one thing which I want to implement as soon as possible... ...
1
vote
1answer
48 views

Entity Interpolation (Lost Packets?)

I'm working on a networked game for a while. I'm aware of client-side prediction and lag compensation (shooting) but I'm not sure about entity interpolation client-side. I'm sending update/sync ...
2
votes
1answer
4k 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. ...
1
vote
1answer
163 views

Unity 5 Server Side Physics - Alternative to constant position update?

I am looking into reducing load in client server games for a uni project and am looking at physics. The idea is that if a very low powered device tries to carry out some physics heavy action that it ...
2
votes
1answer
153 views

Changing scene while joinin room and RPC buffer problem

I have a button to create and join a random room in my main menu. After the client joins (or creates and joins) a random room, i change the scene to game(main) scene in "OnJoinedRoom" function. It ...
1
vote
1answer
122 views

How to deal with inconsistent network delay caused by packets arriving at different times in the frame?

I'm developing a multiplayer game that does not have prediction. It implements client-side interpolation. The problem with this is that input delay can be perceived. I've measured the various times ...
1
vote
2answers
118 views

Network game syncing

I'm creating a networked game and I have a huge problem understanding how to keep everything in sync. Right now I have a server and a client and the client can log in and move a character around using ...
1
vote
2answers
75 views

How to make ranked matches in a head-to-head multiplayer game?

I am working on a field hockey like game for Android and iOS. Currently I support being able to play against another player online in a client/server fashion where one device host and the other ...
0
votes
1answer
207 views

Player position on second player connection

I'm having some trouble trying to run my game for the multiplayer part. I'm creating a 2D game. I have followed this tutorial : ...
3
votes
1answer
49 views

Lidgren not starting server properly

I have a server set up for my game with Lidgren, and it works well when I have it set up on one machine, but if I try to run the server on another machine, I am unable to connect from other machines. ...
1
vote
1answer
97 views

How to give each player in card game the same shuffled deck?

I'm writing a card game in Swift. The idea is to make it work on the Apple Game Center framework. I've noticed an issue which I am not sure how to address. I need the current game data to be the ...
1
vote
1answer
51 views

Should I consider a cloud-based networking solution?

In my spare time for the past few years, I have been working on both the front-end and back-end for a space-based online game. This game is initially designed for the PC, and is hopefully able to host ...
31
votes
9answers
26k views

How can I make a peer-to-peer multiplayer game? [closed]

How can I make a p2p multiplayer game? I would like to have a server-less multiplayer game. But then, how all the clients know each other? Why the p2p-protocol is so famous in file transfer but not ...
2
votes
2answers
103 views

How to design a server for a multiplayer game? [closed]

I'm trying to write a multiplayer game where players join small matches with other players. What I also want is a way for players to login and go online. How would I design the a server that could ...
0
votes
0answers
39 views

Singleplayer and multiplayer using same gameobjects in Unity?

There are a lot of topics about converting singleplayer to multiplayer games. But I could not find the accepted practice of keeping singleplayer gameplay available. Will this just work if I manually ...
0
votes
1answer
48 views

Network Communication For Multi-Player Turn-Based Game

I'm attempting to develop a multi-platform turn-based game that [I suspect] follows the general client-server pattern. For this question, let's assume I only care about communications inside of a ...
4
votes
1answer
83 views

In a 2D multiplayer game should I send the position of user to the server all the time? [duplicate]

In a 2D game where the user moves with the keyboard arrows, should the user send all the time he moves his position (x, y)?. If the user has some speed, the user would send (x, y) like 50 times ...
2
votes
3answers
98 views

Synchronisation on a non authoritative networked peer to peer scene

I currently have a piece of coursework that requires 3 or more 3d simulations connected via p2p to maintain a simulation that is visually consistent amoung all peers. A big issue is that I'm not ...
10
votes
3answers
1k views

Prevent players from wallhacking in an online FPS?

Why do we still complain about 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 ...
0
votes
0answers
12 views

Photon Connections without Concurrent Users? Or other networking?

I am going to be making a multiplayer game and use http://pupnp.sourceforge.net/ for setting up connections without having the player to port forward. The game will let you make or join a room using ...
5
votes
1answer
98 views

How do I avoid floating point indeterminism when implementing lockstep?

I am working on a multiplayer RTS game in Java. It uses lockstep for networking, which requires that both computers can deterministically. These are the 2 closest/more viable approaches I could come ...
1
vote
1answer
111 views

Handling items at the Server-side

I'm coding a very simple game Rust/Dayz like with Unity, and I'm using Forge Networking as network library. A few days ago, I started to code the Loot system. The Loots in my game are Items that ...
6
votes
1answer
177 views

How can I minimise data sent through a network in a modern FPS?

I am aware of snapshot interpolation with the use of delta compression as being a technique used to minimise the amount of data sent in a modern FPS game like Quake 3, but what other techniques are ...
1
vote
1answer
48 views

Is There A Self Uploading/Downloading Game Management Software? [closed]

I am currently not in the game development industry and develop my own games using GameMaker, but as a high school student I don't really have the time to make proper titles and actually make money ...
0
votes
1answer
280 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 ...
2
votes
2answers
87 views

Networking/Packet Design

When using a Client-Server model, it's necessary for those two parts to communicate data back and forth. There is one specific area that I've been thinking about and unsure about. That being putting ...
1
vote
1answer
135 views

Quake 3 Gravity

From "Quake 3 Networking Primer": The server accepts client commands as they arrive. It makes one call to the VM per client command. This is the only time that players are ever updated. ...
3
votes
1answer
93 views

Minimizing bandwidth for player movement

I am programming a multiplayer game and I am concerned about the bandwidth dedicated to player movement. Imagine a 2D top down game where players can move towards any angle using the joystick. The way ...
1
vote
0answers
42 views

2D Physics library for multiplayer in c++ [closed]

Im trying to create a top down shooter with multiplayer functionality. So far im using Box2D for my physics Simulation. The last few days I played around with syncing movement between Clients and ...
1
vote
1answer
66 views

Peer to Peer world download

I am creating a multiplayer JavaScript game with a PHP central server. Each user will be able to move around in a 3D world, with other users and NPCs. It came to my attention that SQL is not going to ...
3
votes
2answers
70 views

One big Instance or One instance for every moving entity?

I am creating a multiplayer JavaScript game with a PHP central server. Each user will be able to move around in a 3D world, with other users and NPCs. These NPCs will be controlled by the central ...
3
votes
1answer
49 views

How does server correct late input

Imagine the following scene: The height one player can reach on jumping depends on how much time the button for jumping is pressed. When the player jumps, the input is sent to the server and physics ...
2
votes
1answer
40 views

Reading messages from a certain client in Lidgren

I'm setting up a game with Lidgren, and I was wondering if there was a way to read a message from a certain client instead of just from the server as a whole, such as- //Why doesn't this exist? ...
1
vote
0answers
63 views

In Unity, How to format Old RPCs into new “PunRPCs”

In older unity versions you could simply used RPC. With newer verisons of Unity my code now doesn't work and it says that it needs to be transformed into "PunRPC" , Pun being "Photon Unity ...
-1
votes
2answers
900 views

3G ISPs blocking TCP protocol on port 80? [closed]

I want to run a custom TCP protocol over a 3G connection for a game. (Amazon server with mobile clients) I decided to use port 80 because hey, it's open. I'm aware that some paranoid ISPs will have ...
1
vote
0answers
72 views

Unity nested network identity

I have a problem with nested GameObjects in Unity Networking (5.2); One of my GameObjects (lets call it mother) has a network transform component. Now the mother can have a variable number of childs ...
3
votes
1answer
231 views

Implementing The Command Pattern - Undo And Entity References

I am trying to implement a replay/undo system for a turn based strategy game I am currently working on. A sample move could go as follows: 1. A players select a pawn and gives it an attack command. ...
1
vote
2answers
42 views

List of Lists for sending paths from client to server? [closed]

I have a client server scenario and I'm looking into distributed AI. I want the server to move x amount of ai characters around a map by pathfinding and then send the x amount of paths to the client ...