All Questions
9 questions
1
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1
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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 ...
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 ...
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
votes
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 ...
1
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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 ...
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
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
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 ...
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 ...