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

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5
votes
2answers
89 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
2answers
152 views

Multiplayer game object prediction & server reconciliation

In the game we have 3 objects. Player 1 Player 2 Ball The game is simulating in the server. The players simulated with Prediction and Server Reconciliation. It's working smooth with 100ms - 120ms ...
1
vote
0answers
137 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 ...
1
vote
0answers
103 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 ...
1
vote
0answers
124 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
127 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
33 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 ...
0
votes
0answers
32 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 ...
0
votes
0answers
42 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 ...
0
votes
0answers
30 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, ...
0
votes
0answers
21 views

How can i get latency when using Game Center?

I'm pretty new to network programming. Basically I'm using game center for making a relatively simple iPhone game using Game-center p2p. However i'm now working on a algorithm to improve the ...
0
votes
0answers
127 views

Shooting on an Authoritative Server StackOverflowExecption error (uLink and Unity)

I am trying to get shooting working on an authoritative server example found in http://developer.muchdifferent.com/unitypark/Tutorials/uLinkPhysicsOnServer (ULink is used to create a scene where ...
0
votes
0answers
298 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 ...
0
votes
0answers
137 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 ...