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?
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 ...
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 ...
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 ...
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 ...
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 ...