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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
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
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
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
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 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
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