-2
votes
0answers
48 views

Need help implementing multiplayer over multiple computers in my game [closed]

Currently in Visual Basic 2010 my Turn-Based Table-Top card game I'm converting to computer I have it set for up to 5 players. At the moment every player shares the same form. When a turn changes, ...
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 ...
7
votes
3answers
524 views

Multiplayer tile based movement synchronization

I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every ...
0
votes
1answer
124 views

Syncing properties across a game server

I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately ...
6
votes
4answers
817 views

Where to start the coding of online leaderboards?

I NEVER, EVER did ANY sort of network code in C++, I don't know even the libraries that exist, but a popular demand for my game is online leaderboards... So, what sort of libraries I should research ...