Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.
1
vote
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:
...