Tag Info

New answers tagged

9

There is no reason to communicate over the network when the player selects units, because in most games just selecting a unit has no game-mechanical consequences. So this is an information which isn't relevant to the server or to the other players. But what would be important is when the player gives a command to one or more units. When issuing a ...


0

Most of RTS game like starcraft / warcraft etc only transmit player input between clients. After the game engine does the simulation with the input received. It's lighter for the network to only send the player's inputs. look at this post : How to implement lockstep model for RTS game?


1

I'm not used to UDK, by the way I'll try to answer your question at just a theoretical level. I'm trying to implement network games in a project of mine, and found out how to let client ping check servers without actually joining games. Also, this is an intuition from Halo:CE network code. Let's suppose the central server browser has a list of servers, ...


0

what is the basic concept behind online games? To connect players to other players for the purpose of entertainment. What you're really asking ... How should I go about building the networking side of my game as depicted in the image? The answer to that is going to depend on the technology you use, for example in unity it might be as simple as putting a ...


1

After searching around, it seems that synchronizing the clocks of 2 or more computers is not a trivial task. A protocol like NTP does a good job but is supposedly slow and too complex to be practical in games. Also, it uses UDP which won't work for me because I'm working with web-sockets, which don't support UDP. I found a method here however, which seems ...


0

Basically, you cannot fix the [entire] world and, eventually, you will have to draw the line. If the server and all clients share the same frame-rate, they just need to synchronize upon connecting, and occasionally, thereafter, especially after a latency event. Latency does not affect the flow of time or the PC's ability to measure it so, in many cases, ...


1

Their service would call your server executable (if it was called server.exe) like below server.exe -game_id= -game_build_version= -game_mode= -server_host_domain= -server_host_port= -server_host_region= -playfab_api_endpoint= -title_secret_key= -custom_data= -log_file_path= -output_files_directory_path= -batchmode When they say, In designing your ...



Top 50 recent answers are included