Tag Info

Hot answers tagged

2

It really depends on your game, but three considerations you need to keep in mind are: Does the positioning in the inventory have any game-mechanical effect? When it does, you need to handle the inventory positions server-sided. When the player organizes their inventory how they see fit, logs out and back in again, their inventory will be a mess again. You ...


2

From my knowledge using the Serializable language feature for realtime game networking thats running at 40+ FPS is very bad. I would send data in a plain binary stream for example Ive got to send the following variable in a class... (String) player name, (Integer) player health, (Integer) player model id, (Integer) player x, (Integer) player y I would ...


1

The way I see it there are effectively 2 ways to handle this. every "command" a user intends to issue is stacked up in a local list then sent to the "server" at the end of each turn who then forwards on the lists from other players to ensure the data is replicated to all players. Every time a player issues a command to be added to the list of things for ...


1

It depends a lot of how your game actually works, but in most games it is not necessary to send all positions of all objects after every frame. In most cases, most of the information will either not change right now or will be changing in very predictable ways (like an object moving in a straight line). It is often a lot more bandwidth-economic to only ...


1

It's called NAT punchthrough. Today costs of dedicated servers are so low (and advantages of having it are so much better) almost nobody uses it. When you're behind NAT your router will forward packets from outside to you only if you initiated communication first, so router has mapped that outside IP and random port to your computer. Solution: basically ...



Only top voted, non community-wiki answers of a minimum length are eligible