1
vote
1answer
71 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 ...
1
vote
1answer
72 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 ...
0
votes
1answer
131 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 ...
0
votes
2answers
243 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 ...
2
votes
2answers
293 views

Use client as server in client/server architecture

Let me clarify what i mean by that. Let's say i want to create a multiplayer game which uses physics (box2d). If I would let the server handle all the physics I would end up with a very overwhelmed ...
0
votes
1answer
196 views

Client send rate for network games

As I understand for a client server model, it's common practise to send input to the server and then the server applies the input to update the state of the game. The server then sends updates to ...
3
votes
1answer
160 views

Client AI calculations vs. Server AI calculations

I have been thinking about a game which would have an AI, and the AI would ideally do extensive calculations thinking many turns in advance. I am curious if there is some way to put most of the ...
1
vote
1answer
145 views

Client Side Prediction for a Look Vector

So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the ...
-3
votes
1answer
331 views

UDK dedicated server project. How to create user information files

Now I know how to launch my dedicated server in udk. But now I need to know, that how can I put the server to make a information file for every registered user in my server(whitch stores information ...
0
votes
1answer
160 views

client - server position syncronization in flash

I trying implement client - server position syncronization. Every 20 game ticks i sending to flash client correction of player position... and it always wrong on client, flash always cant predict ...
2
votes
1answer
193 views

Gameserver travel time checks

I'm making a little RPG multiplayer game where each player can travel long distances. Traveling from point A to B can take up to 10 minutes and – once initiated – is an automatic process. Now, I am ...
6
votes
3answers
4k views

Synchronizing clients with a server and with each other

What is the best way for keeping all clients synchronized with a server and with each other? Currently, we have two approaches in mind: When a client sends something to the server, the server ...