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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. ...
WithinAmnesia's user avatar
1 vote
0 answers
237 views

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 ...
WithinAmnesia's user avatar
1 vote
1 answer
143 views

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 ...
Henery Johnson's user avatar
1 vote
1 answer
226 views

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 ...
joshisanonymous's user avatar
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 ...
AseN's user avatar
  • 113
2 votes
0 answers
73 views

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 ...
user482594's user avatar
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 ...
Donny7's user avatar
  • 11
0 votes
2 answers
125 views

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 ...
jaym's user avatar
  • 1
2 votes
1 answer
3k views

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 ...
Java Developer's user avatar
0 votes
1 answer
517 views

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 ...
DiscreteTomatoes's user avatar
0 votes
0 answers
710 views

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 ...
Mr Haru's user avatar
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 ...
user avatar
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 ...
genaray's user avatar
  • 517
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 ...
Federico Caccia's user avatar
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 ...
Konrad's user avatar
  • 140
5 votes
1 answer
2k views

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 ...
TanguyB's user avatar
  • 161
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 ...
Alakanu's user avatar
  • 705
-1 votes
1 answer
352 views

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 ...
J. Doe's user avatar
  • 103
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 (...
Dennis Magnusson's user avatar
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 ...
Evan Williams's user avatar
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 ...
Namnodorel's user avatar
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 ...
Aldo's user avatar
  • 309
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 ...
Allahjane's user avatar
  • 719
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 ...
SET's user avatar
  • 161
0 votes
1 answer
1k views

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 ...
antonmills's user avatar
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 ...
virtouso's user avatar
  • 2,660
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 ...
Allan's user avatar
  • 111
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/...
WAR10CK's user avatar
  • 131
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....
user4680306's user avatar
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 ...
bezzoon's user avatar
  • 105
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 ...
luleksde's user avatar
  • 177
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 ...
Greg's user avatar
  • 111
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 ...
Luke's user avatar
  • 213
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 ...
Suyash Mohan's user avatar
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 ...
Taurian's user avatar
  • 121
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 ...
user345234674567's user avatar
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)....
Slaus's user avatar
  • 427
-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, ...
Postscripter's user avatar
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 ...
user avatar
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 ...
Valmond's user avatar
  • 2,454
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 ...
skyuzo's user avatar
  • 460
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 ...
rxjsisfine's user avatar
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. ...
a paid nerd's user avatar
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 ...
meds's user avatar
  • 51
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 ...
Dorpe's user avatar
  • 21
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 ...
Marco's user avatar
  • 203