All Questions
11 questions
1
vote
1
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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 ...
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 ...
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
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 ...
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
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/...
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 ...
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 ...
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)....
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 ...