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

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3
votes
1answer
80 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. ...
2
votes
0answers
369 views

Using Unity's uNet to create a turn-based RPG

I've been checking some tutorials about uNet and it seems pretty powerful. The NetworkManager is a great tool when you want to make generic games, but what is troubling me about it is the need of ...
2
votes
0answers
575 views

Unity3D LLAPI and Pyhton UDP communication

I need a Unity3D game on Android to receive UDP packages from a Python script running on a different device. Using System.Net is not (yet) an option, as it is only supported on Android with a valid ...
1
vote
0answers
19 views

Networked projectiles in an authoritative server

I'm working on a multiplayer game, and I've implemented a simple enough player prediction (according to this great article) - which works well enough. What isn't discussed there, and my question here;...
1
vote
0answers
15 views

Client-side Prediction and Reconciliation for movement

I've explored the concept of client-side prediction with reconciliation quite a bit and there's one thing that puzzles me a lot. From what I've seen in most guides, the flow looks a bit like this: ...
1
vote
0answers
17 views

Where should I put code to be run on the client after connecting to a server?

I'm making a multiplayer game with Unreal Engine, and I need to run some blueprint code on the client after they have connected to the server. This includes creating the HUD widget, uploading the ...
1
vote
0answers
25 views

Instanced based game with multiple node instances

I have a nginx load balancer with 4 nodejs instances behind it, and one Redis server to share certain memory. My game is an instance game, similar to Diablo 2. Players can create "games" if you will ...
1
vote
0answers
123 views

How can I detect disconnected clients in a peer-to-peer network of this topology?

I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
1
vote
0answers
59 views

Connecting to external computer with lidgren

I'm new to networking and thought i'd muck around a bit with lidgren before i start implementing it in my games, so i made a little client/server chat program that works fine on localhost and lan. I ...
1
vote
0answers
151 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 ...
1
vote
0answers
35 views

Interpolate Entitiypositions received from Server

I want to Inter, or perhaps, extrapolate the positions of gameentities on the client. Those positions are received from the Server. The vague updaterate of the server makes it difficult to implement. ...
1
vote
0answers
132 views

Is it a good idea to use the RDM socket type for multiplayer games?

I am currently developing a MOBA/RTS style game with an authoritative networking structure. Of course, the server needs to send a big number of packets every second, answering requests from the ...
1
vote
0answers
88 views

How to deal with inconsitent game state in entity interpolation

I'm prototyping an online fast paced multiplayer game for educational purposes. I use a client-server model with the server being authoritative. I've already implemented the client side prediction ...
1
vote
0answers
38 views

Client side predicition tick implementation

I've been reading about client side prediction and one question I have is what's the best way to implement the server tick. I thought about using the server frame count from the game engine I'm using ...
1
vote
0answers
76 views

Unity 5 Distributed Physics in Client Server Model

I have a server which controls a physics object via buttons, adding force whenever I click them. I want to be able to have a client connect and whenever the physics object has a reaction on the server,...
1
vote
0answers
530 views

Unity 5 Networking Send Rate: Send Rate is Zero but server movement is still happening

I have a client server scenario, just a player moving about on the client and he moves about on the server using the built in networking provided in Unity 5. I have my client scene running in the ...
1
vote
0answers
44 views

How to synchronize events to clients?

I need to keep the client updated on data that's rarely changed (like health) or when an event occurs (like when a player is attacked and should have "-10 hp" above him). Those 2 specific part should ...
1
vote
0answers
48 views

How to detect when client state drifts from server state?

I'm obviously talking about an authoritative server to which client sends commands and gets state updates. My question is when I get a position update and know how many milliseconds ago it was ...
1
vote
0answers
41 views

In snapshot-based networked game does client store N snapshots as well?

I understand that in a snapshot-based network replication system the server holds onto N full snapshots and uses incoming ACK'd data from the clients to construct delta snapshots. This makes sense. ...
1
vote
0answers
33 views

Can a local UDK server have two clients connected locally?

To do some basic testing on players interacting with other players I would need to have at least two players in my world. My solution is to run the server from my computer, then run two clients. When ...
1
vote
0answers
217 views

Unity 3D Photon Network wait for all buffered RPCs to be called

I am having a lot of fun with the Photon Network asset, and I'm having this issue where I need to instantiate the players at different spawn spots, but not in a random way, instead I thought it would ...
1
vote
0answers
287 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
136 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
165 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
260 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
20 views

Is it possible to stream the webcam via Unet (Unity Networking)

I've got my webcam on an ImageTexture in my Scene (with Vuforia), but now I'm struggling and I'm not sure whether it is possible to stream this picture to other players in the Multiplayer "game". I ...
0
votes
0answers
27 views

Unity Commands giving warning “Trying to send command for non-local player”

I am trying to spawn objects on the server(then spawn from server to client) calling from the client but I get this warning and it doesn't spawn: Trying to send command for non-local player. ...
0
votes
0answers
22 views

Random Disconnects on UNET

Using UNET, I can't host a game for more than a few minutes unless both server and client are on the same computer. It appears that I am not alone in this. Essentially, any latency problems or ...
0
votes
0answers
23 views

How do I instantiate enemys for dealing them damage and attacking them on Photon for Unity?

Ive done a tutorial for Photon Network server for Unity but now I have a problem, the player is not seeing the network player attacking or damaging the enemy. How do I instantiate these to ...
0
votes
0answers
20 views

Unet 2D sync problems

I've studied Unet but I still can't get it to work right :( I have 3 problems. The first: I can't force player 1 to always spawn from a specific spawn point (and same with player 2). Therefore I've ...
0
votes
0answers
26 views

Need Server to Find Network Identity Components AFTER Initialization

I have a project that spawns bundles of prefabs using a procedural-generation script. Since the Unity networking tool will not recognize child objects as having their own NetworkIdentity, I then move ...
0
votes
0answers
68 views

Multiplayer through blocked Firewall Ports?

im currently trying to develop a little game. I thought it would be a great idea to implement coop multiplayer, only lan. So i took kryonet and created a server. On my home wlan it works great im able ...
0
votes
0answers
31 views

Resolving prediction error from client side prediction and server reconciliation

I am writing a network game based on Gabriel Gambetta's articles on client-side prediction/server reconciliation. I have client-side prediction down (using Box2D for prediction) as well as server ...
0
votes
0answers
107 views

Unity stream webcam to other player (Multiplayer)

I want to make it possible, that I can draw on the stream of another player in my Unity game. The networked drawing works just fine, my problem is to stream the webcam. I've got the webcam input ...
0
votes
0answers
45 views

Authentication in network game servers

I'm currently building a UDP server that my game will talk to. The users will need to have an account created, either by using a Single Sign-On account such as Facebook or Google, or by creating an ...
0
votes
0answers
65 views

Unity Networking dedicated server hosting multiple game instances

I am making a multiplayer game on Unity that uses a dedicated server for the networking needs. From what I found a dedicated server is simply you Unity game compiled headless which only allows one ...
0
votes
0answers
33 views

Client to Server Messages Not Working; Issue with RegisterHandler?

We're building a game which uses two phones as gamecontrollers; the "view-phone" is attached to a Google Cardboard device and acts as our server, the other phone is a sword controller which needs to ...
0
votes
0answers
46 views

How to run Kryonet server inside Libgdx project and is it ok?

I am trying to add multiplayer to my game and I used Kryonet. I have written the server, requests and etc and the only thing that is in front of me is how to run the server, it is in the libgx project ...
0
votes
0answers
94 views

Communication between Photon Cloud game and web server [Unity3D; Photon]

I am creating a multiplayer game using Photon Cloud (Photon Unity Network). For storage of player data (profile, inventory, achievments) I use web server (asp.net mvc & sql server). How to ...
0
votes
0answers
78 views

Unity3d NetworkServer.SpawnWithClientAuthority

How do I spawn a gameObject with client authority from outside of the main client? I'm trying to make this function: http://hastebin.com/bobezisexa.avrasm But it keeps saying "trying to spawn ...
0
votes
0answers
25 views

Paper2d Networking Issue

I followed the the Paper2d tutorial from Unreal Engine. At part 9 (youtube.com/watch?v=vwZVlgcMGI4) he adds a intelligent lift. It works fine but it's bugged in multiplayer. The Lift location is not ...
0
votes
0answers
57 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... ...
0
votes
0answers
106 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
0answers
29 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 ...
0
votes
0answers
185 views

How to smoothly display opponents in realtime multiplayer game

I'm implementing a small-scale multiplayer racing game. As of right now, the client sends updates to the opponents on a fixed interval (or as fast as possible), containing location on the map etc. ...
0
votes
0answers
67 views

Entity interpolation with a Unity listen server

How can this be done? I've implemented client side interpolation but I'm at a loss on how to implement it on a listen server. In order for the listen server player to see the same thing as the clients,...
0
votes
0answers
323 views

Unity Photon/PUN - Updating booleans with RPCs

I'm using the latest version of unity with Photon's PUN library. I used a tutorial to make a really simple multiplayer game (cubes moving around) which works fine. Now I'm trying to make a turn based ...
0
votes
0answers
187 views

Unity Networking RPC confusion

I'm new to Unity Networking as well as networking in general. I am looking to call an RPC on multiple machines, but for the RPC to do something different if the machine executing the function is not ...
0
votes
0answers
1k 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
271 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 ...