Questions tagged [client]

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2answers
59 views

Does game client size always grow in size after updates? [closed]

Games that are updated in course of their lifetime (through online updates), grow in size and I can understand that new textures, sounds and other stuff takes up space. What I'm interested in is - ...
0
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2answers
144 views

Project organization for a multiplayer client-server game

I'm programming a game 100% in Java but I'm having some issues concerning the final games architecture. I plan on having two separate projects: one that will hold the client side of communication ...
0
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0answers
21 views

Client updating prefab on inspector, but spawning the old prefab

I am making an AR (ArCore Cloud anchor) multiplayer(UNet) game with unity. In the game, a player can select an object with ui buttons and touch on screen to place the object. This is how I have set up ...
0
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0answers
344 views

Websocket client connection for Unity 3d

am looking for help to get usage of websocket client in unity3d. i have my business logic running in python which posts the msg in JSON format to port say 8080 using websocket server code written in ...
0
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0answers
27 views

server coordinate to client coordinate

I've a really quick and maybe dump question and I don't really know how it is handled generaly. I want to make a tile base multiplayer game. Player doesn't teleport from a tile to another but just ...
0
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1answer
211 views

clock synchronization

Is there something I'm not seeing or there is a flow in this algorithm(which everyone is referring to) http://www.mine-control.com/zack/timesync/timesync.html Assumption 1: When I say a is ...
1
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0answers
100 views

How should I implement lag compensation in my racing game?

I've looked around and I see a lot of discussion about lag compensation for FPS's, but none for racing games. I know Mario Kart uses some sort of interpolation for other racers, but it doesn't ...
1
vote
1answer
188 views

Does TCP slow down server and other clients for MMO game

hi guys i made a server and client for mmorpg game of course very amateurish. i am using UDP to send coordinates if the packet is lost doesnt matter i am already sending 10 times in a second. UDP ...
0
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2answers
410 views

Understanding a client/server relationship

I'm currently designing a simple game in C# and want to implement online multiplayer support. Before venturing onto doing something like this, I just had a few questions about clients and servers. Is ...
0
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1answer
76 views

No files in .net.minecraft

So, I've been trying to make a minecraft 1.11.2 client for minecraft. Thing is, the mcp/src/minecraft folder is empty, without any net files. The only error I had while decompiling was missing lwjgl 2....
-1
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1answer
1k views

blocking queue in Unity

I want to implement a custom TCP Client in Unity that has separate threads for sending and receiving certain messages. For sending, the Client is supposed to have a blocking queue, that receives ...
1
vote
1answer
487 views

How do I stop “StartServer listen failed” when I start a new server after a previous server has been destroyed?

I am trying to allow my users to be able to host servers for my game. Hosting works great, until a user decides to stop their server, and then start a new one. The game does not allow this to happen, ...
2
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2answers
1k views

Client side prediction physics

I'm trying to build a simple networked game and I'm having trouble keeping a jump in-sync on the client and server. I've read the free gaffer on games articles and it's helped somewhat but I'm still ...
3
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1answer
630 views

Authoritative server controlling objects in multiple scenes in Unity3D

I am working on a multiplayer project that involves loading into different scenes and playing some kind of mini-game with any other players that happen to be in the scene at that time. These mini-...
0
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1answer
114 views

How do I know what to do with incoming network messages?

I am programming a 2D game in a server/client architecture with C# and lidgren. When a client sends a message to the server, how does the server know what to do with that message data? The client ...
2
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1answer
404 views

Should I use the pathfinding client side or server side? [closed]

I'm developping a game where the user can walk in a room (with the others players). There are some obstacles that blocks the user. I'm using a Javascript pathfinding library to find where the user can ...
1
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0answers
68 views

Client/Server player views

Trying to decide the best course of action to implement the in view and out of view of players in a server/client 2D game. Below is some highlights of the system: Map sliced into squares. Each square ...
2
votes
1answer
87 views

Best practice/way for client to speak with server

I'm making a multiplayer game in HTML5 Canvas and Node using Express and Socket.io. It's a platformer style game and so far the players are able to see each other and move around on the screen. It ...
2
votes
1answer
376 views

Client and server loops don't match up

I'm trying to build a small networked game using WebGL and NodeJS. I have a basic client and server setup and I'm at the point where I'm trying to implement dead reckoning to simulate what happens on ...
1
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0answers
137 views

In snapshot-based networked game does client store N snapshots as well?

I understand that in a snapshot-based network replication system the server holds onto N full snapshots and uses incoming ACK'd data from the clients to construct delta snapshots. This makes sense. ...
0
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1answer
156 views

How does one write a wrapper for a game server? [closed]

From what I gathered, wrappers mimic the game server in question, receiving packets from client and sending them to the server (and vice versa). It acts like a bridge between the client and server, ...
1
vote
1answer
289 views

Client/Server best way of telling client which player it is

I'm making a client/server, everything works grand its very simple, a simple login system, ID, empty variable and the X and Y positions of the player. Should my server tell my client who it is? and ...
0
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1answer
484 views

Client side latency when using prediction

I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the ...
2
votes
1answer
834 views

game server/client user input/event handling

I'm currently getting my feet wet in the realm of networking, so I set a goal to make a simple client/server game using SFML for both graphics and networking. In my head it seemed easy at first, but ...
1
vote
1answer
218 views

Connecting players in an Online TCG

I've been developing single player games for a while now and I have decided to start working on a online PC(and maybe mobile) TCG. The design is almost complete and I can cover most of the code as far ...
3
votes
1answer
3k views

Is host advantage real?

I'm sure many of you have heard the term host advantage through out your time playing action video games. However, I was curious if this was a real studied and proven concept in game design, computer ...
2
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2answers
505 views

Client-side dice rolls in turn-based game

I'd like to create a turn-based multiplayer game on Android. I'm thinking of using Google Play Game Services and get rid of any other webservice to create and host games. The problem is the game ...
3
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2answers
532 views

How do I maintain an online users list?

In a multiplayer JavaScript game client, is it a good idea to poll the server periodically to refresh online user list, or keep track of joined/left users? Is there a better option?
0
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1answer
643 views

Should I share classes on the server with the client?

I am fortunate being able to use the same programming language on both the server and client (javascript). I would therefore like to share my code and classes between server and client, like Half-Life ...
0
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2answers
1k views

What type of server should I use?

I am planning on making a game in c#. It will be a turn based, space exploration game. I want the turns of the different players to be able to happen at the same time though. I have been researching ...
2
votes
2answers
677 views

Use client as server in client/server architecture

Let me clarify what i mean by that. Let's say i want to create a multiplayer game which uses physics (box2d). If I would let the server handle all the physics I would end up with a very overwhelmed ...
0
votes
1answer
1k views

Client send rate for network games

As I understand for a client server model, it's common practise to send input to the server and then the server applies the input to update the state of the game. The server then sends updates to ...
3
votes
1answer
448 views

Client AI calculations vs. Server AI calculations

I have been thinking about a game which would have an AI, and the AI would ideally do extensive calculations thinking many turns in advance. I am curious if there is some way to put most of the ...
1
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1answer
197 views

Client Side Prediction for a Look Vector

So I am making a first person networked shooter. I am working on client-side prediction where I am predicting player position and look vectors client-side based on input messages received from the ...
4
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2answers
1k views

A simple example of movement prediction

I've seen lots of examples of theory about the reason for client-side prediction, but I'm having a hard time converting it into code. I was wondering if someone knows of some specific examples that ...
-4
votes
1answer
368 views

UDK dedicated server project. How to create user information files

Now I know how to launch my dedicated server in udk. But now I need to know, that how can I put the server to make a information file for every registered user in my server(whitch stores information ...
0
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1answer
180 views

client - server position syncronization in flash

I trying implement client - server position syncronization. Every 20 game ticks i sending to flash client correction of player position... and it always wrong on client, flash always cant predict ...
2
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1answer
214 views

Gameserver travel time checks

I'm making a little RPG multiplayer game where each player can travel long distances. Traveling from point A to B can take up to 10 minutes and – once initiated – is an automatic process. Now, I am ...
2
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2answers
166 views

Are there any good tools or suites out there that help with building AI/Robots for browser based games?

I've found some HTML/Canvas/Javascript browser based games that I don't particularly enjoy playing, but which I think would be fun to write robots for. Are there any tools out there which help remove ...
9
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3answers
12k views

Synchronizing clients with a server and with each other

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 ...