Questions about games which require constant online presence of a player.

learn more… | top users | synonyms

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
1answer
41 views

“Game Property Values” for online game on Database or somewhere else?

I'm working on a online game but, what would be the best way to store values like damage,movespeed,turnrate, and so on.. ? My answer would be, to store them in a Database, so they can easily be ...
0
votes
1answer
247 views

Basic Connections Through Socket Server

I'm designing a simple 2 player RTS with Stencyl, a program that uses blocks for coding. The current code updates lists whenever an actor moves (new X and Y), and I'd want the server to update the ...
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 ...