All Questions
Tagged with mmo multiplayer
46 questions
0
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41
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Multiplayer Entities And Player Storage Systems
https://github.com/Zylann/voxelgame/issues/103 How can entities and player storage work for this demo? Are there any examples or prototypes?
Goal: Minecraft style entity and player storage system. ...
1
vote
0
answers
237
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Multiplayer Seamless Open-World Chunks
there is a made a game called JDungeon that looks like this:
I want to add seamless chunk loading and unloading, meaning instead of the black world boundary, a new chunk loads in seamlessly.
I'm ...
1
vote
1
answer
143
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How to replicate damage between users in a MUD
I'm working on a text-based MUD (Multi-User-Dungeon) in C++, but the most important thing in a MUD is the MU (Multi-User). Is there any easy way to implement these mechanics? I want a player on one ...
1
vote
1
answer
226
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What makes the network coding for MUDs different from that of MMORPGs?
(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.)
I can understand why the network coding for MMORPGs is so complicated ...
0
votes
0
answers
390
views
Multiserver support in Mirror [Unity]
Is there any mechanism in Mirror networking library to scale the load in case single server gets overloaded?
There is possibility to use "lobby" conception, but if you want all players to ...
2
votes
0
answers
73
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How to route players in the same "room/match" to the same server?
I have a system where clients are connected to one of many servers sitting behind a loadbalancer with WebSockets. No matter which backend server clients are connected to, I am using a messaging ...
1
vote
1
answer
282
views
Networking to make a single player RPG into multiplayer
I’ve written a few games in Xcode before and would like to turn one into the simplest possible 2D top-down RPG multiplayer game. Essentially just needing movements around a big tiled map (I love ...
0
votes
2
answers
125
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How does faction work in a Multiplayer game?
I'm trying to work out how Factions would work in any Standard MMO
If the player is hostile with a faction, then the NPC's of that faction would attack on sight.
If the player is neutral> with a ...
2
votes
1
answer
3k
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Multithreaded design for a game server
I would like to start developing my own game. Basically, the game has a "world" that players can travel around and modify. Think of it as a much more realistic version of Minecraft or an open world ...
0
votes
1
answer
517
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MMO Client-Server Spoofing Vulnerabilities
Ive created a working authoritative client-server system using LiteNetLib for my game however im wondering if packet sniffing+modification is a real worry i should be developing for.
I read some ...
0
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0
answers
710
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How can I reverse engineer an old MMO?
I want to revive an old MMO.
Only the old client exists from the game, so I would have to write a whole server for it.
I'm not sure how to start editing things in the already made client. Most ...
0
votes
1
answer
352
views
Server-side real time position calculation based on destination position
What I want to achieve is to calculate the real object position based on its speed and a destination position.
In my server, I have a MapInstance that have a list ...
0
votes
1
answer
217
views
How do i prevent IAP abuse using restoring purchases in an online game?
Lets say i have a mobile mmorpg (ios/android) where you can purchase premium currency using IAP's... how do i actually prevent the following case :
Player purchases premium currency
Server side ...
0
votes
1
answer
283
views
How to propertly send map to clients in MMO?
I'm designing a game where the map has 1 M tiles. The game is simple, is a 2D game with low graphic requirements and without player movements, only change states, so I don't need to update player ...
1
vote
0
answers
639
views
Is native performance of C++/C etc. relevant for game servers? [closed]
I am wondering if the performance of unmanaged languages like C++, Rust etc. is relevant when developing a game server or is it more about the network. For game clients, it makes sense and is probably ...
5
votes
1
answer
2k
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Multithreading MMO Server. A thread per area OK? [closed]
As a personal project, I'm setting up a MMO, and writing the server in C#/.NET Core.
As of now my architecture is as follows: The world exists of different areas ( you can go from area to area trough ...
1
vote
2
answers
133
views
Character appearance synchronization in open world multiplayer game
I am working on a multiplayer open world game where you can equip handhelds and armor pieces. In my architecture, there are clients and an authoritative server. Every equipable item is crafted by a ...
-1
votes
1
answer
352
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Do multiplayer games use common server frameworks? [closed]
I mean, does each game company develop its own chat server? Login server?
I'm not sure how massive multiplayer games work, I believe they each have a login/lobby server and game servers, which the ...
3
votes
1
answer
1k
views
How do i make turn based combat with 10+ players work?
I am currently developing a game with a turn based combat as focus.
The games battles will need to be able to handle 1 to 20 players (Multiplayer).
Each unit (Player and AI) each has an initiative (...
10
votes
5
answers
1k
views
How to balance experience gain with player collaboration?
I'm developing an online game with friends, and we're currently blocked by a overall game design issue: how do you reward players with experience points and loot/gold yet still encourage them to play ...
0
votes
0
answers
354
views
How can I deal with different states in a multiplayer game?
I'm currently just making a concept for a MMORPG-like (much less massive) game, in which the player can do all the usual stuff (farming, talk to NPCs, accept quests, kill monsters etc.). An important ...
1
vote
0
answers
101
views
How to handle player actions in a multithreaded gameserver
I'm working on a multiplayer game, and today I implemented basic "spatial hashing" in my entity-component-system.
Before implementing that algorithm, I was sending players actions to all connected ...
1
vote
1
answer
6k
views
What exactly is a lobby in technical terms?
I've searched afar in google but it seems to have different technical meaning for different games and game engines.
what I know is a lobby is a space where people come together and then when certain ...
1
vote
3
answers
5k
views
Multiplayer game servers architecture
I'm trying to create MMORPG with huge world divided by chunks. I was thinking a lot about servers architecture. I don't want my main game server to have direct access from clients and I do want to ...
0
votes
1
answer
1k
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real-time multiplayer server, interpolation and prediction validation
I'm building a HTML5 / Websockets based multiplayer canvas game for Facebook and I've been working on the server code for a few days now. While the games pretty simple with a 2d top down, WSAD ...
0
votes
1
answer
558
views
Structure of server on MMO mobile game
I'm working on Unity and I use node for my serverside.
I'm starting a multiplayer project on mobile. I'm searching for a good structure for my game that how server controls the events. For example my ...
1
vote
0
answers
319
views
How can I detect disconnected clients in a peer-to-peer network of this topology?
I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
2
votes
0
answers
694
views
P2P Online Gaming, it is viable? [closed]
I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each node/...
2
votes
0
answers
126
views
Need to boost the number of simultaneous players in single (existing) game with Unity3d
I have created a turn based multiplayer game (with Unity3d) in which three teams battle to finish constructing a cake before one another. The game mostly targets on entertaining kids at certain venues....
0
votes
1
answer
230
views
Is this specific server architecture okay for a multiplayer game? [closed]
So I am making a game in Node.js / HTML5.
And I am really struggling to determine what an effective server architecture looks like?
Right now I have a server for a multiplayer game ( I plan on ...
1
vote
1
answer
867
views
Server to client update rate
I am building a game that uses client-server architecture and have the following question regarding server to client updates.
Currently the server is doing 60 ticks per second and is sending updates ...
0
votes
2
answers
109
views
most effective storage of logged information [closed]
I am currently implementing basic logging of information on my multiplayer game and I want to have the most effective method.
To log when a player connects and disconnects to a the server it ...
11
votes
7
answers
988
views
How can I make permanent death in a MUD seem acceptable and fair to players?
I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth).
Thing is, there's one thing I have ...
12
votes
2
answers
8k
views
How to synchronize actions like jump in multiplayer?
I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
2
votes
1
answer
3k
views
Browser UDP Relay with TCP Websocket
I'm wondering if this is possible and what obstacles I might face.
I have a game that's browser based, and since I can't send UDP packets from a browser, Can I use a plugin that the browser connects ...
1
vote
1
answer
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 ...
7
votes
4
answers
2k
views
Multiplayer online game engine/pipeline
I am implementing online multiplayer game where client must be written in AS3 (Flash) to embed game into browser and server in C++ (abstract part of which is already written and used with other games)....
-3
votes
1
answer
2k
views
Extremely simple online multiplayer game [closed]
I am considering creating a simple multiplayer game, which focuses on physics and can accommodate up to 30 players per session. Very simple graphics, but smart physics (pushing, weight and gravity, ...
3
votes
2
answers
226
views
Making online battles take time
Let's say I have an account on an MMORTS and I send my 10,000 strong army to a location on the map. I then shut off my computer.
Another player gives orders to his 10,000 strong army to walk to the ...
7
votes
4
answers
3k
views
Persistent game where you program your own bot(s) [closed]
I'm looking for an online game with a persistent world where you are allowed to code (and add) your own 'players' (it can be in any language / script).
A sort of RTS but for bots.
Does that even ...
5
votes
1
answer
455
views
Handling different version clients in a multiplayer game
What are various ways of handling different version clients in multiplayer games? For example, when there's an update, some games allow you to play with people who have a different version of the ...
15
votes
4
answers
6k
views
How should I track players' real-time positions in an MMO?
How do you keep track of the positions of the players in a MMORPG? I read that you can use either a database or you can store the coordinates in files. I tried using a database but it was slow. How ...
3
votes
1
answer
279
views
Rate-limiting players actions in a multiplayer game
I'm thinking about building a multiplayer game with combat between players and monsters. Actors need to have a maximum actions per minute, otherwise users could cheat by holding down the attack key. ...
5
votes
3
answers
4k
views
Using a web service for multiplayer games?
I've been looking into web services for making multiplayer games and was just wondering how feasible would it be?
What I would like to do is make a simple MMORPG that uses a turn based fighting ...
0
votes
2
answers
8k
views
How do I create a big multiplayer world in UDK?
I want to create a big multiplayer world in UDK and I'm having a few difficulties.
I created the biggest terrain possible but then any terrain related action I do takes forever. However, I've seen ...
10
votes
3
answers
2k
views
How do you design a record/replay system for a frequently changing game?
I'm working in a free MMORPG and I have a problem.
I'm (with other people) developing a video recording system for the game. The idea is basically: we record all the packages sent & received with ...