3
votes
3answers
348 views

Limitations of p2p multiplayer games vs client-server

I am reading up on multiplayer game architecture. So far most of the articles i've found deal with the client-server model. I'd like to know what are the limitations for using a p2p architecture? ...
1
vote
0answers
101 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 ...
4
votes
2answers
311 views

Mobile Multiplayer games and coping with high latency

I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than ...
4
votes
4answers
311 views

Networking gampeplay - Sending controller inputs vs. sending game actions

I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across ...
4
votes
1answer
149 views

How to setup a client to work with a remote server or a local included server?

I'm working on a Networked multiplayer game, but while developing and for testing I want to set up a local server that acts like the multiplayer server. My thought is to approach the server as a ...
2
votes
1answer
247 views

How should bots be recognised in a game?

I'm interested in how bots are usually written. Here's my situation: I plan to make an online 2D mecha game in HTML5, and the server-side will be done with node. It is intended to be multiplayer, ...
1
vote
1answer
858 views

Networking SFML Berkley Sockets

So I'm starting work on a multi-player space shooter. And I've run into some issues. As I type this, my system is currently: //Main While Loop Gather Input Update Own Sprites Based on Input Send ...
8
votes
2answers
3k views

Information on seamless MMO server architecture

I'm looking for any material on seamless MMO servers! I do have a few articles in the "Massively Multiplayer Game Development" books and "Game Programming Gems 5." Has anyone experience on that topic ...
8
votes
2answers
466 views

What are the restrictions of 3g online games

I am looking into make a 3g online multiplayer game for the iphone. Multiplayer is my main focus but I have noticed all game apps require wi-fi. Dose anyone know if this is simply an issue with the ...
4
votes
1answer
180 views

Are there any clever methods of regulating bandwidth usage for voice chat payload packets?

For example, suppose my code can determine that upstream bandwidth is unusually limited. And suppose I'm using a fully-connected mesh topology combined with a UDP-like protocol for voice chat. Is ...