Linked Questions

76
votes
6answers
33k views

How to write a network game? [closed]

Based on Why is it so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load ...
48
votes
6answers
12k views

How can I perform a deterministic physics simulation?

I'm creating a physics game involving rigid bodies in which players move pieces and parts to solve a puzzle/map. A hugely important aspect of the game is that when players start a simulation, it runs ...
19
votes
4answers
8k views

Best strategy (tried and tested) for using Box2D in a real-time multiplayer game? [duplicate]

I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should ...
9
votes
6answers
1k views

Is it possible to have vehicles with physics like GTA in an MMO game? [closed]

I haven't seen any MMO games with vehicles with realistic physics and that could achieve high speed, why? Is it because of network bandwidth limitations? Second Life has vehicles, but physics are ...
8
votes
1answer
1k views

Bringing a Box2D, Physics Enabled game Online? [duplicate]

Lets say, to simplify the problem of online games a bit, my goal would be to run a near identical simulation on multiple computers in sync. Would sending commands be a good idea? Now if only sending ...
5
votes
1answer
904 views

Lockstep dealing with lag

I understand how properly connected clients in a lockstep model deal with lag but what about the lagger? How does the lagger know that he or she is lagging? Should I continuously ping the central ...
1
vote
1answer
1k views

When and where should I calculate collision response with multiplayer physics?

I've troubles wrapping my head around multiplayer physics and collisions on the client side, so far I interpolate the state of my network entities ( position and velocity ) of the other clients based ...
1
vote
1answer
189 views

Implementing game synchronization between clients and server

I'm creating a small online multiplayer game where I have multiple thin clients and an authoritative server. Both the client and the server have a fixed game loop. Now I have a game entity with the ...
1
vote
1answer
73 views

Increase Precision on multiplayer location drawin

I'm building a multiplayer snake-like game with Javascript. I'm having problems with the precision of the opposite players location not reacting fast enough. Which in turns makes the worm "crash", but ...
1
vote
1answer
760 views

Networking - How does server fixed-timestep work?

I'm making a server/client model for a top-down 2d shooter. Because I need to calculate collisions with walls & other players using a small delta, I want to use the fixed-timestep model like in ...
0
votes
0answers
24 views

Best practice for frequent sending webSocket/Socketio/webRCT data [duplicate]

I already done game template for classic platformer. I use matter.js for physics and my own override draw functions. Everything works fine. Next stage is to make it multiplayer. I interest is it good ...