I believe it's a common requirement of MMOs that processing for a single shard or realm can be done over several servers to ease the load. I'm curious as to how this can be done whilst maintaining a ...
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 ...
I am implementing MMO where player flies in space on his starship controlling it with arrow keys and cooperate with other players. I want to implement it so that player will be able to dodge his ship ...
i'm doing a fast paced physics game that is a table hockey. With two mallets and one puck. The game runs on iphone / ipad and i'm doing the multiplayer part through GameCenter. This is how the ...
In many free-to-play games, play will be rate limited in some manner by a resource that you naturally earn on a timed interval, but can opt to increase artificially through buy-ins. A current example ...
I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. ...
I'm making a 2D, top down MMO game. ATM I can connect a player to a server and they get the map data from a DB. They can move around and hit some stuff and if they move near a viewport edge, the ...
I've done a little game network coding before, but primarily with TCP for games without real-time needs. I am working on a 2D Java game with networked multiplayer. For learning, I want to do this ...
I am trying to implement a game similar to "Street Fighter" by using lockstep networking model so that two players can play remotely via Internet. I have read a lot of articles about lockstep ...
I want to create a client/server turned-based game where each player will have 5 seconds in order to play. If extends this time will be other player's turn to play. In order to do this, I have created ...