after some time of playing with Cirrus (a P2P model communication between users) I could made a simple game. However, the game is turn based, so, it works like this: Player A sends a message Player ...
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 ...
I'm wondering - have any games been ever created that are: peer-to-peer without one peer being designated as host competitive (not cooperative, players play against one another) provably fair (there ...
Consider a setup where game clients: have quite small computing resources (mobile devices, smartphones) are all connected to a common router (LAN, hotspot etc) The users want to play a multiplayer ...
I was thinking about peer-to-peer games by considering a simple coin tossing game. You open up your version of P2PCoinFlipping Beta 2.3 and it displays a list of player name servers. After ...
I've been developing a first person shooter/massive multiplayer online roleplaying game for my small business, and was wondering if it would be feasible to use peer-to-peer technology to communicate ...
After watching (and playing) HaxBall, I can imagine that RTMFP (or any other real time multiplayer flash based technology) games will be the new big thing, replacing social games (cafeworld, etc). ...
How can I make a p2p multiplayer game? I would like to have a server-less multiplayer game. But then, how all the clients know each other? Why the p2p-protocol is so famous in file transfer but not ...
I am working on a P2P game in Flash and I'm wondering what network topology would be most robust for dealing with people randomly joining/leaving. I was thinking the first user to join could be the ...
I'm looking for any network layers that are available to add to my game, either free or with fair pricing for indie games. By network layers I mean some sort of library which I can interface with, ...