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6

You might think it's hard, but the way you came up with is the way to do it: send not the points, but e.g. all the moves of the game, and then the server recomputes the game and calculates the gained points (this is just one of a million reasons why developing multiplayer online games is harder than developing single-player games)


5

Emscripten can be used to port C++ applications to javascript. It was able to succesfully make the Unreal 3 engine run in a web browser. It works best in browsers which support asm.js, an optimization-friendly subset of the Javascript language which can reach performance comparable to native code.


4

pepper.js allows you to write C++ code and then deploy directly as: Machine code via PNaCl for higher performance, currently only supported by Chrome. Javascript via Emscripten for maximum reach. From the project page: pepper.js is a JavaScript library that enables the compilation of native Pepper applications into JavaScript using Emscripten. ...


3

No browser supports an unlimited amount of storage space (or anywhere close to your 800MB) for arbitrary web apps out of the box, and most are limited to 5MB to 10MB. The easiest way to explicitly cache data is to use the Application Cache (manifest). You can also use LocalStorage if you want to programmatically download levels in advance rather than ...


2

You really should tell us how this is being constructed as different technologies can have different advantages to your situation. Is it in Flash? PHP? HTML5? JavaSript? Java? The "web" tag doesn't give us much to go off. That being said: One of the most secure ways to transmit points score is to not let the client side decide what those points are. What ...


2

Emscripten is the best way to do this as of today. It can compile pure C++ code into a subset of JavaScript called asm.js which is very efficient and can be even further optimized. As of today only Firefox has explicit optimizations for asm.js, but the compiled code will run (quite well) on every major up-to-date browser (even IE!) and can be used in the ...


2

Depending on what you have in your game you might end up using both, and connecting them through the models in your game. For example player could and should be in RDB (login info) but player inventory/variable storage could go to noSQL , so your player module could login() using RDB and fetchInventory() using noSQL by the primary key. Maps for example ...


2

No, Corona does not build for web platforms.


2

WASD is viable because for the best player experience the client (the browser) should be simulating actions based on inputs at the same time the server is verifying inputs as valid and sends you appropriate data back. To put it in perspective, if you are playing a game and we figure on average it takes 100ms (arbitrarily picked this number - no real ...


1

When you are OK with excluding Internet Explorer 9 and below, you might consider to use WebSockets instead of AJAX. It is much more suitable for real-time games. You do not need to notify the server every tick which key the user is holding down. It's enough to tell the server when the user starts pressing it and when the user is releasing it. The ...


1

Found a solution so to use the same code for both Windows and Web Player deployment (disclamer: I'm just reading these XML files): you can put the XMLs in the Resources located into the Project Assets folder. This basically tells to Unity to keep these files into the final build and you can load them at runtime using (in case of xmls for example): ...


1

You've confused the assets with client-side data storage. You can load assets using normal HTTP requests that the browser makes. These are subject to normal HTTP rules about caching, expiring and conditional requests. If you have 800M of asset data, you definitely need to do this. There is no limit to how many assets you can load in the "normal" way (these ...


1

i suggest for better leaderboard integration use ShepHertz App42 ..this is not free but 1 million call are free ,that is sufficient for starting app developers. leaderboard



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