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
247 views

Packet handling system architecture?

I'm working on a multiplayer Flash game (ActionScript 3) with an accompanying server written in Python and I'd like some tips regarding networking, and specifically, the handling of packets and ...
-4
votes
2answers
232 views

UDK - Where might one look to begin developing a standalone multiplayer system?

To be brief, I'd like to create and integrate my own network handling system that would support 500+ players into a UDK project. Best I have understood various guides and online references, the most ...
4
votes
1answer
568 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 ...
4
votes
0answers
163 views

Structuring server-side networking with entity-component systems

I've been working on an online game, and recently have been working on converting the base of the game to use the Artemis Entity System Framework. I'm having a bit of difficulty conceptualizing ...
3
votes
0answers
541 views

Strange Flash AS3 xml Socket behavior

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
0answers
84 views

What's a simple way of sending game data between phones?

Using windows phones I need to send small amounts of data between phones in a turn based game. It's only a few bytes of data and does not need to be real time, something like in wordfeud or similar. ...
2
votes
0answers
90 views

1UPT multiplayer sync

The game I'm working on is 1 unit per tile. Each player can move their single unit 1 tile at a time (click the unit and then click the tile to move to). It's in Javascript with Node.js and presently ...
2
votes
0answers
163 views

The status of Unity networking code

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 ...
2
votes
0answers
363 views

How can I keep a SmartFox server connection alive while waiting for a client to connect?

I am making a game using SmartFox Server. During testing, if I take a few minutes before loading the game, SmartFox stops running and I can't connect. So I then have to restart SmartFox, which is very ...
1
vote
0answers
123 views

DRY 0-bandwidth-overhead-serialization in C#: virtual, delegates or reflection?

I'm (de)serializing some datastructures for a network-multiplayer game, and for each datastructure that's to be (de)serialized, I want to define the order of (de)serialization only once for ...
1
vote
0answers
89 views

Input and packets handling when using render interpolation

I'm implementing valve's networking model for my simple top down game but I have some design problems and I just can't think of good solutions. The one of the main ideas that there is a render time ...
1
vote
0answers
95 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 ...
0
votes
0answers
55 views

Syncing entities in a totally shared multiplayer environment

Typically, networked games designate a server (or host player) as being authoritative over all state shared between the players. Clients still simulate their own state, but also continuously ...
0
votes
0answers
127 views

Multiple Audio listeners in Scene

THIS IS UNITY Im trying to make a FPS game over networking, it works fine. But now, when im trying to implement sound, it won't work. My guess would be, to add a Audio listener to the prefab, that ...
0
votes
0answers
106 views

Dynamic proxies for game objects

I am looking for the best approach to build an observer that can monitor the changes in the game object for purposes of client/server synchronization. For example my game may have multiple game ...
0
votes
0answers
126 views

Articles on writing a networked game with a server

I want to try out writing a networked game, as it is an important and complex field. Here is my enviroment: XNA (C#), A player object, drawn as a circle, with movement input. Top down. I want to: ...