The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.

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0answers
30 views

How people cheat [on hold]

This question might be off-topic, but i just really need to know. Online games, where multiple clients are connected to a server, only take controller input from the client and sens it to that server. ...
0
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0answers
19 views

Applying inputs on server from client

I've read lot of articles about game networking and finally feel like almost get it. But have a couple of questions. If client sends input to server and then server apply it to simulation, should ...
4
votes
4answers
231 views

How to avoid duplication using client-server model

I am using a client-server model to write a multiplayer-capable game (in Java). Currently the clients and the server are using the same code to run the game logic, in order to enable client-side ...
1
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1answer
70 views

Server to client update rate

I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates ...
0
votes
1answer
45 views

nodejs game server timer

I'm new to game server develop. I'm developing a card game server. How could I make nodejs server wait for few seconds then push data to client after an event fired ? Example : in poker game, one ...
1
vote
2answers
169 views

MMO Client / Server Architecture (NoSQL)

The main aim is to keep the games variables server-side for obvious security reasons. I believe having server-side code to check before updating the games database values will protect me from classic ...
0
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3answers
99 views

How should I store game data in a game server?

I'm new to game server development. I'm facing this issue: I want to develop a card game server, but I'm not sure about the solution to hold the game data while playing. Example: In a poker game, ...
-1
votes
1answer
77 views

Is it possible to get match information, for instance, the score, from valve servers (eg. Dota2/CS:GO)

I've been searching for information but couldn't find any. I don't even know if this is the appropiate place to ask. If it's not, please delete the question and forget me. I'd like to know if there ...
-3
votes
1answer
64 views

Is there a way to retain a service on android even after the game is uninstalled ..? [closed]

I am designing a game which has a service to send user stats to a server ... I want that service to stay and work on the device even when the user uninstalls the game .
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3answers
134 views

How do game servers / clients handle data?

How do servers handle data? I understand the concept of the client sending the player pos and then the server sending back the area to display and also sending other player positions and such. But ...
-1
votes
1answer
105 views

How to encode game files or pack to one file like game_data.dat [duplicate]

I am a beginner C++ programmer. I am creating a custom Open Tibia Server and I use the alternative Tibia client (OTClient). I want encode game files (image, sound, lua, etc.) or pack all files into ...
0
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0answers
56 views

Client side latency when using prediction

I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the ...
-4
votes
1answer
177 views

How to set up a client-server architecture for a browser based game [closed]

I'm really curious about how to set up a game so like Hayday or Clash Of Clans, especially with regards towards the server-client architecture. How does one set up such an artitecture? What are the ...
1
vote
1answer
219 views

Sever Structure for a Turn Based Game (Chess) [closed]

I am working on a Turn-based Game (Chess) I have done the client part and single player mode so AI is no problem here. But the only problem is now I want to make my project multiplayer. I have done ...
0
votes
0answers
88 views

Realtime Multiplayer Server for Backgammon in Unity2D

I am doing a project as a student. As I'm developing a Backgammon game for iOS and Android. I have faced the problem of choosing the best method for my server. In this game users will join a room to ...
0
votes
1answer
63 views

Server Side : How to manage “delay” action/event like attacking?

at the moment I'm writing a game server, so I made an event "handler". I mean, if a player send to the server "I move" it fire a function, so I think I'm doing well at the moment. But there's a ...
4
votes
4answers
407 views

Why do I need a local server for HTML5 game development?

I'm new to HTML5 game development. I'm trying to make something using Pixi.js, but when I tried to view it in a browser, I saw a blank page. According to the tutorial I'm following, I need to set up a ...
0
votes
1answer
52 views

how to guarantee the order of response in a service-oriented mmo server cluster

i'm working on a mmo server these days. it's a service-oriented architecture, every service is one process which processes a specific type of request, and i have inventory service, battle service, ...
2
votes
2answers
726 views

Why I need a backend for a mobile social game?

I'm developing a mobile social game, it's a puzzle with a social layer similar to the one in Candy Crush Saga (limited lives, can send life requests to friends, facebook leaderboards, etc). I know all ...
1
vote
1answer
129 views

game server/client user input/event handling

I'm currently getting my feet wet in the realm of networking, so I set a goal to make a simple client/server game using SFML for both graphics and networking. In my head it seemed easy at first, but ...
2
votes
0answers
168 views

Any open source editor to make video games online without programming knowledge? [closed]

With Scratch we can create video games online, from its web platform, and publish them on the same web. I could download its source code and use it, as many others already did (see Scratch ...
1
vote
0answers
42 views

Best database setup for one click games [closed]

I am building a one click game website/mobile app, and I am debating between using MySQL and MongoDB for the backend. The way I have been exploring it is with a ...
-1
votes
1answer
193 views

Saving game data to server [closed]

What's the best method to save the player's data to the server? Method to store the game saves Which one of the following method should I use ? Using a database structure(e.g.. mySQL) to store the ...
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2answers
55 views

Server side random selection of players

Assuming I have a simple client-server game, where the server picks random players on a very frequent base, I was wondering what is the best way to select a random player (According to the following ...
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1answer
72 views

Game Database-Server Specifications [closed]

Our team is going to publish game in social networks. Expected DAU is about 100k, which is about 500 concurrent connections and 100-400 transactions\sec. Our main risk is the game-database ...
1
vote
1answer
83 views

Connecting players in an Online TCG

I've been developing single player games for a while now and I have decided to start working on a online PC(and maybe mobile) TCG. The design is almost complete and I can cover most of the code as far ...
2
votes
0answers
34 views

Presentation / input layer that communicates with server [closed]

I want to learn more abot how to use some kind of presentation/input layer that communicates with server for HTML5 games. Instead of sending all the code to the clients browser, I would like to just ...
1
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3answers
266 views

How do I write a game server with single-threaded networking?

I want to write a game server with one thread for clients message handling and use something like epoll to accept network messages. All I/O and database access will be processed in a thread pool and ...
4
votes
1answer
1k views

How can I run a Phaser engine game without a window?

I'm currently creating a multiplayer game using the HTML5 framework Phaser. It's a game where zombies spawn on the map and players have to shoot them to kill them. The zombies target players that are ...
1
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0answers
161 views

How to prevent that a MMORPG dies when the provider ceases to provide hosting? [closed]

Most MMORPG providers have to discontinue their service some day. From then on, people can’t play the game anymore. Some communities might set up (reverse-engineered) server emulators (freeshards), ...
0
votes
1answer
139 views

read in an xml server from Unity3D 4.xx [closed]

I need examples of how to read an xml from a server, using Unity3D.. I think it's something like this.. but I can not retrieve the information from the nodes.. An example would be of great help.. ...
0
votes
1answer
149 views

add a server to facebook game, realistic cost for indie dev? [closed]

is it feasable in term of cost for an indie developer to add a server for a farming game, to save progress (new buildings) and the friends of each user? I have read figures about Farmville, that were ...
0
votes
2answers
759 views

GameServer UDP or TCP Java [closed]

This is a Java related question. I've got this question and I searched on the internet but didn't really get any clear answer. I want to develop a little multyplayer game which needs real time ...
0
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1answer
781 views

Websocket server thread per connection

I'm creating an html5 multiplayer game and am looking at how to create a websocket server. I've been looking at various libraries and one thing I noticed is that each one will create a new thread for ...
1
vote
1answer
359 views

Hobbyist game dev, want to create async multiplayer game. Are server costs manageable? [closed]

I want to make the game I want to play, and that game happens to be an asynchronous multiplayer game. Think Hero Academy or Hearthstone, where there are 2 players and each submits moves to a central ...
2
votes
1answer
105 views

When to read/write to database with a game server

My question is fairly simple but maybe hard to answer. I'm currently building my own game server and I've done to login server now. So, on to the actual game server. I have a question for this server ...
0
votes
1answer
102 views

character movement data passing on server

I am trying to build my first online game using unity with photon, the data transfer between server and clients is implemented but I am facing a great problem; How/What should be transferred to ...
6
votes
2answers
494 views

Scalability of multi-threading in game server

What is a reasonable number of threads for a simple 2D mmo in Java? Is it reasonable to have two threads per connection, one for the input stream and one for the output stream? The reason I ask is ...
1
vote
2answers
324 views

Should I use an arraylist to store client connections [closed]

I am running a server, and I have an arraylist of clients. When a client connects, I create a new object in the arraylist(all running on their own threads) When a client disconnects, the server ...
0
votes
1answer
143 views

Should I share classes on the server with the client?

I am fortunate being able to use the same programming language on both the server and client (javascript). I would therefore like to share my code and classes between server and client, like Half-Life ...
4
votes
2answers
449 views

MMO, server-side line of sight

I am working on a simple tile-based multiplayer game. I am rather experienced programmer, but not so experienced game developer. The players will see each other depending if there is a blocking ...
0
votes
2answers
275 views

Udp VS Tcp connection for a platformer multiplayer

Tcp is connection based so it's really good for chat or login or anything that needs reliability. Udp should be used for lots of small packets like position packets... The problem is that in a game ...
-1
votes
1answer
724 views

Matchmaking system in Unity

I was wondering, how would one go about making a matchmaking system in Unity? I've tried some ideas with the Master Server, but it wasn't doing its job right, since thats a lobby based solution. I ...
0
votes
2answers
272 views

What type of server should I use?

I am planning on making a game in c#. It will be a turn based, space exploration game. I want the turns of the different players to be able to happen at the same time though. I have been researching ...
1
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0answers
148 views

Game Loop on Server [closed]

I'm writing a simple mobile game with the following requirements: Server needs to update all active games at frequent and regular interval (i.e. I need a game loop running on a server but the update ...
0
votes
1answer
294 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
1answer
403 views

Client side prediction on FPS game

I've recently attempted to develop a simple client prediction for an FPS based on Gaffer on Games famous blog (http://gafferongames.com/game-physics/networked-physics/). Now I've gotten to the point ...
1
vote
1answer
83 views

Sending entities to connecting player

When a player connects to a game, he needs to be sent all the entities currently on the map. This is done by creating entities one by one. Three ways of implementing this come into my mind. Which one ...
0
votes
1answer
124 views

What is the relation between the Zynga platform and facebook games?

I decided to check the Zynga platform because I heard that Zynga can now host games and one is able to play these games using a Zynga account. After registering for a game, I noticed that it opened ...
-2
votes
3answers
313 views

Technologies and languages for Browser RTS game [closed]

I am trying to develop a multiplayer rts game. My question here is: which language is best suited for the server side of that game? My very first choices wolud be lower level languages, such as C++ or ...