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

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5
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1answer
853 views

How often should multiplayer games communicate with the server?

I once heard that Runescape "ticks" every 0.3s, and that seemed like a very long period of time, although Runescape is kind of a slow game. I'm building a more dynamic top-down shooter game, and I'm ...
1
vote
1answer
601 views

Collision detection in multiplayer games

This a followup to my previous question: How to implement physics and AoE spells in an MMO game?. There, we concluded that all physics have to be done on the server, and that I should use cylinders ...
2
votes
2answers
265 views

Serverside memory efficiency and threading for a turn based game

Im programming on a turn based war-game for some years now (along with the engine) and Im having quite a hard time at figuring out what the games server architecture should look like, since most game ...
11
votes
2answers
755 views

Stress testing a game server without users?

I'm working on a card game and its server. There will be a lobby with many tables and many players. The only issue is, how can I see how it might handle 100's of concurrent users without hundreds of ...
5
votes
1answer
537 views

Splitting up duties for a card game server

I'm working on a game where players connect to a game server and to a lobby to play a card game against others. I have a pretty good idea how to code it and such, I'm just not sure regarding a few ...
3
votes
3answers
309 views

Loadbalancing Questions

I have been learning networking for about 4 months. Wrote a single standalone Multiplayer server and succeeded with authoritative approach. Now I want to extend it by splitting the single server into ...
0
votes
1answer
138 views

Physics motor on servers, How a billiard server works?

i'm trying to figure how a phisics game like billiard works in server side . I'm asking this cause i know how to achieve this in a client , but if i use a phisics motor i think it could be very heavy ...
-2
votes
3answers
350 views

Client Server what do i need?

Simple question if the Client is Android Game App That send data to the server for Storing/Recalling Data as well as calculating data? I hear sql is good for simple database stuff.what is good for ...
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vote
3answers
1k views

Storing server information for an MMORPG

I wanted to get some professional feedback(I hope) on which is the fastest way to store/retrieve/update/delete information for an MMORPG with the server coded in C++. For characters, monsters, items, ...
0
votes
1answer
502 views

How to load a text file from a server into iPhone game with AS3 in Adobe AIR?

Im creating an iPhone game with Adobe AIR, and I want to be able to load a simple text msg into an dynamic text box on the games front screen from my server (and then be able to update that text file ...
1
vote
1answer
377 views

About online game servers and how to handle data

So my question isn't about what technology to use or how to do this or that, but a more general question. I'm currently developing a action third person shooter. With elements of RPG - weapon,armor ...
3
votes
1answer
448 views

What is the best way to code the XNA Game Server for FPS game?

I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant ...
1
vote
1answer
766 views

MMO Proxy Server

I am building an MMO and someone told me I should never have my application interfacing directly with the net, and that I should have a local proxy. This makes sense, with security issues and scaling ...
4
votes
6answers
1k views

How to hide a MMORPG backend server from the internet?

I want to create a network where the main servers IP is never exposed to the client. By going throught tunnels. Here is a sample: http://dl.dropbox.com/u/12304631/eliteots/mc/network.jpg Problem ...
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 ...
-1
votes
2answers
642 views

Concerns for Hosting a Facebook App

I am working solo on an AS3 Facebook App project of the Interactive Quiz type nature. What amount of bandwidth would it take for a simple Facebook app to run? What sort of traffic would be produced ...
5
votes
1answer
608 views

Help for choosing a cost effective game server for Flash client

I am developing a flash-based game primarily for desktops, to be hosted on facebook platform (like cityville, sims social etc). The gameplay doesn't involve real-time communication between players ...
1
vote
2answers
783 views

Server hosting and costs [closed]

I'm developing a game that will require renting a server. The server will be used to host scores, clans, friends(on/off), match making, lobby, and chat. The game/match will be hosted by each player ...
3
votes
2answers
8k views

Real-time multiplayer game server development [closed]

I'm an Android developer, and I want to start developing a real-time multiplayer game, like Pocket Legends. Would this type of server be good for a real-time multiplayer action game - ...
2
votes
2answers
985 views

Choosing a server for a PVP game

So I am starting a game with a friend as a small project, and we are considering what game servers would we need. Firstly, the game is a multiplayer(player vs player) game, for example, like an ...
5
votes
1answer
283 views

Existing master server software? [on hold]

Considering there are many games out there that use some sort of a server that contains a list of current games/servers, is there an existing library I can use instead of writing my own master server? ...
7
votes
1answer
1k views

MMO Collision detection

I am building a MMO game server for a 2D game and am currently implementing the collision detection, and I am would like to know what I should do. Lets say I have 1000 players playing and 10,000 ...
-2
votes
1answer
6k views

How do I start writing an MMO game server? [closed]

I am developing a multi-player on-line game. I just started coding the server but I have no idea how to do it. Do I have to use threads ? And if i do, do I need one thread for every client? Knowing ...
12
votes
3answers
1k views

How do I efficiently code both the client and server at the same time?

I'm coding my game using a client-server model. When playing on singleplayer, the game starts a local server, and interacts with it just like a remote server (multiplayer). I have done this to avoid ...
20
votes
5answers
4k views

Game logic on the server! Good or bad?

I'm currently planning a simple online multiplayer game. And here is the question. Does it make sense to make the whole game logic on the server and just send the input from the client to the server? ...
8
votes
1answer
482 views

How should a team share/store game content during development?

Other than Dropbox, what out there has been especially useful for storing and sharing game content like images during development (similar feature set to Dropbox like working offline, automatic ...
0
votes
0answers
526 views

How do i make a minecraft server mod? [duplicate]

Possible Duplicate: Mods for Minecraft Server - how does it work? I have made some minecraft client mods, but i've started a server a mounth ago and i want to make a mod for it, but i cant ...
0
votes
2answers
750 views

Can you recommend a game server for a facebook board game?

I am seeking a game server that will scale well. All commercial and/or free software alternatives are welcome. Game will be a boardgame that is similar to poker. Some technical details are listed ...
2
votes
2answers
559 views

Game server position tracking

How would you go about determining a players position server side based off player input? The Setup: Player sends packet to server containing the command and view angles. Server takes the direction ...
8
votes
2answers
910 views

What is involved with writing a lobby server?

So I'm writing a Chess matchmaking system based on a Lobby view with gaming rooms, general chat etc. So far I have a working prototype but I have big doubts regarding some things I did with the ...
10
votes
3answers
2k views

Is there a pattern for writing a turn-based server communicating with n clients over sockets?

I'm working on a generic game server that manages games for an arbitrary number of TCP socket-networked clients playing a game. I have a 'design' hacked together with duct-tape that is working, but ...
13
votes
1answer
547 views

Is there a turn-based game service (like GKTurnBasedMatch on iOS) for desktops?

Game Center's GKTurnBasedMatch seems to provide a pretty robust service for handling turn-based games, and OpenFeint appears to have something similar. The problem is, I'd like something like this for ...
11
votes
2answers
654 views

how to check if a gameserver can handle clients before game release?

we are developing an iOS-based game with multiplayer support. so far everything seems real good but now we want to make sure if server could handle 10000 clients or not. any idea how can I make sure ...
3
votes
2answers
1k views

Synchronize turn based browser game

I'm writing a browser game in php and Sql. I'm also using Javascript - Ajax and Mysql. I'm stack on the battle system because I want to Synchronize the turns of the players in the battle. What I ...
24
votes
6answers
3k views

Who does the AI calculations in an MMO?

I am building an MMO and want to add NPCs. The thing is I don't know the basic design. What does the calculations, the clients or the server? I would understand the server calculating events and ...
2
votes
1answer
196 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 ...
4
votes
2answers
1k views

is it possible to make a MMO starting with scalable hosting?

I made a really basic 2D RPG. I want to know whether I can turn it into a free to play MMO. I cannot afford to rent a server with enough capacity to serve a big number of players but I'm wondering ...
4
votes
1answer
2k views

Client/Server networking for mobile games

I am currently considering the pros and cons of two different approaches for networking an Android game. First, I will specify some details about the game and its requirements, and then I will ...
1
vote
2answers
651 views

Build a handshake server for a multiplayer game

I'm making a multiplayer mode for a game I developed, and it works over UDP. What I need now is a server to let a player know another player, and send each one the other's IP. I own a VPS that I'm ...
4
votes
2answers
3k views

What Java library provides a high-level communication interface suitable for use in an action-game server?

I need to write a server for an action game, which needs fast communication with the client. There will only be one server, and I'll split the world in zones. The client will be written in Java using ...
2
votes
2answers
2k views

How to manage requests for a MMOG?

I read that most servers handle more than 50 requests per second. Is this true? how many requests can a normal server handle? How do MMOG manage requests having to update player actions instantly?
5
votes
3answers
1k views

Writing a minimalistic server for vanilla WoW [closed]

This is about a personal project I've been longing to do for some time now. Since a while now I have stopped playing WoW, but as I'm quite experienced in C++ I thought I'd try the following: Write a ...
3
votes
4answers
1k views

Does XNA provide any special class to make a game server?

For my multiplayer game server, I made a class inheriting from "Microsoft.Xna.Framework.Game", just like I did for the client-side part. The thing is, I don't need any graphical display for the ...
3
votes
2answers
2k views

What are some typical server/vps/colo hosting costs for deployed MMOs?

From my estimates the MMO I'm designing can support 500000 concurrently connected non-idle users (and still be able to you know, do stuff) for about $1700/month in total hosting costs (includes ...
2
votes
3answers
1k views

Pub/Sub or message passing in multiplayer server backend?

For my masters thesis I'm going to develop a scalable multiplayer server for locationbased games. It's going to be a "service oriented architecture" e.g. one dedicated service for positions, one for ...
6
votes
2answers
216 views

What are useful server metrics to gather for a table card game? [closed]

When building a game server intended to accomodate large numbers of simultanous games (e.g. table card games), where the server manages lots of tables and each table has up to a small handful of ...
8
votes
2answers
886 views

How to manage all the NPC/AI objects on the server?

I'm writing a simple MMO, and currently have the the server-client architecture in place for multiple users to see each other and be able to move around together...now its time to add enemies. Was ...
4
votes
2answers
447 views

What platform should I use for a master server?

We are making a small FPS, and want people to be able to play it online and fetch a list of all servers from a master server. We only have experience in C#, and we have already written a master server ...
8
votes
2answers
19k views

How does the 3G network assign IP to smartphones?

I am playing a game on the 3G network using Android or Iphone. Suppose I am moving from one cell to another; Will the IP Address change? If yes, then how can I continue the same game while changing ...
1
vote
4answers
1k views

Client server design question

I'm working on creating a multiplayer game, with the client in ActionScript and the server written in Java. I'm using XMLSocket in the client to connect to the server. The server code looks something ...