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

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79 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 ...
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1answer
67 views

Online RTS Game Architecture for Mobiles

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. ...
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1answer
85 views

How dp I use an external fbx object in Unity?

Is it possible to use an external fbx object in Unity 3D the same way we can insert a picture? Something like myPath = "http://www.myserver.com/object/myobject.fbx";?
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1answer
45 views

How can I implement simple distributed processing in a Unity game?

I'm looking to set up a game which uses distributed processing. Just a simple brick shooter in unity with the distributed part being that the calculations for the falling blocks are handled by another ...
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0answers
48 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) ...
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0answers
103 views

Implementing Dead Reckoning in a Winsock server

I'm having a little difficulty understanding how I implement Dead Reckoning in my Server-Client Winsock game. I've been looking on the internet for a decent explanation that explains exactly: When ...
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0answers
92 views

How to perform game object smoothing in multiplayer games

We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a ...
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0answers
115 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 ...
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0answers
119 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 ...
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0answers
99 views

Cross-platform ad-hoc local mobile multiplayer

I want to implement ad-hoc cross-platform (iOS, Android, and PC) device discovery for local multiplayer, like this scenario: http://www.youtube.com/watch?v=csXYZf2vGdE Multiple players, each with ...
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0answers
116 views

NodeJS sharing variables with Client?

I'm currently developing a HTML5 Canvas Multiplayer Game using NodeJS and Socket.IO. My current setup using a logic loop on the NodeJS Server-end and sending update information to all Clients in this ...