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0
votes
2answers
107 views

Do I need TCP socket?

My game uses UDP sockets to stream updates between server and client and I've also made a reliable channel that resends messages if there's no response and makes sure same message isn't processed ...
3
votes
1answer
109 views

How should I send packets to multiple clients on UDP? [closed]

I'm developing a 2D action side-scroller shoot-em-up game and I recently implemented the multiplayer aspect. When the server sends packets containing the game state (which are about 500-700 bytes) ...
-1
votes
1answer
54 views

What is the best way to send/receive data about user coordinates and other properties?

For example If I have 2 users, and each of them have an object, and that object has: x coordinates, y coordinates, angle, state, and other properties... I use java let'say the game changes at 30 ...
6
votes
2answers
341 views

How to keep server-client clocks in-sync for precision networked games like Quake 3?

I'm working on a 2D top-down-shooter and doing my best to copy concepts used in networked games like Quake 3. I have an authorative server. The server sends snapshots to clients. Snapshots contain a ...
3
votes
3answers
717 views

How do I access a Unity class from an Android Activity?

I have made my own C# classes in Unity. How can I access them from the Android Activity that starts the UnityPlayer? Example: I have a C# class called testClass in Unity: class testClass { ...
1
vote
3answers
297 views

Send info about gun shots via UDP

I am writing a small multiplayer game in C++. But I am confused about how to send info about gun shots to achieve best performance. I am thinking of different ways to do that: Let's say we have a gun ...
1
vote
0answers
243 views

Delay command execution over sockets

I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their choice of client (Zmud, etc) e.g. ...
1
vote
2answers
223 views

Should I use threads to check sockets for multiplayer game?

In a multiplayer game does the code to get/send info from/to sockets reside in the game loop or does it belong in its own thread?
0
votes
3answers
574 views

Why is my client laggy despite 60 update packets a second? [closed]

I am developing a small multiplayer game with XNA. It's a usual client-server architecture -- I have a server and many clients communicating with it through UDP (via .NET's Socket class). These ...
5
votes
2answers
3k views

UDP vs TCP in multiplayer mobile game

I'm working on a networked multiplayer game, initially for iOS. Even with TCP_NODELAY there are large fluctuations in latency. I can't be sure of the reason, but I would not be surprised if it was ...
4
votes
2answers
909 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 ...
2
votes
2answers
437 views

Adobe Air turn based multiplayer Game, sockets vs http bandwidth

I am developing an Adobe Air multiplayer game for iPad. It is turn based and not realtime. It is like checkers game. I want to use a client server model. I have found 2 options to connect to server so ...
3
votes
1answer
601 views

Unity editor stalling on second attempt to play

I am attempting to use a Tobii TX300 eye-tracker as an input device for Unity. This device is connected via LAN (TCP connection managed by Tobii SDK). The Tobii SDK has appropriate methods (I am ...
3
votes
1answer
3k views

Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?

I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging. I'd like ...
0
votes
1answer
293 views

network programming: simultaneous IO over sockets?

In my curses based game, I decided to add multiplayer functionality over net, in addition to one-keyboard mulitiplayer game. I use switch loop and in case it's 1st user's buttons, user 1 is acting ...
0
votes
1answer
410 views

Multiplayer Game Data Serialization Problems

I want to create a simple game that can be played with one to two player. I plan on using TCP sockets, Farseer Physics, XNA, a BinaryFormater and a Memorystream. as far as i know i can't do the ...
0
votes
1answer
2k views

C# multi-player socket server (need clarification/suggestions)

I've been working on an 2D-RPG for a while and I recently decided to make it into an MMO (not really massive, but multi-player). Anyways, I'm attempting to write a game server in C#. Yes, I know I ...
1
vote
5answers
3k views

Is it possible to use 3G internet for a TCP/IP game server?

I'm working on a turned based multiplayer android game with a friend. I started working on the game server and client using socket programming. I found a few tutorials on how to implement a basic chat ...
2
votes
1answer
2k views

Simple WP7 pong game with real time multiplayer using sockets

I'm making a pong clone for Windows Phone 7 and I'd love to add a multiplayer option. I've been trying to use this Ricky Tan's tutorial: ...
3
votes
5answers
5k views

UDK client, C++ server (is it possible?)

For example I have C++/C# server side with sockets or http web server and UDK client. I am interesting what about experience with networking in UDK: could I connect UDK client to C++/C# socket server ...
2
votes
2answers
246 views

Connecting an AI Agent to a Flash Game

Overview The game is a multiplayer simple real time strategy housed in a Flash application. Players run the Flash client, and are connected to a server written in another language (the language is ...