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

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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 ...
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236 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 ...
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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 ...
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490 views

How to implement the server-side game loop?

The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console. ...
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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 ...
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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, ...