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Questions tagged [multiplayer]

Played by multiple players, cooperatively or competitively, locally or remotely.

0
votes
1answer
17 views

Unreal Engine: Third person example project and multiplayer

I was fiddling around with multiplayer stuff in Unreal Engine. I looked into events that run only on server, multicasting events, replication of variables... But there is something that I dont quite ...
0
votes
0answers
67 views

My lerp function is finishing too fast

I'm trying to make a lerp function on an online game. I'm doing this by having a buffer list, I append each server update to a list, and lerp over the contents, here is an example: ...
1
vote
1answer
26 views

How do you build a matchmaking service for an iOS turn-based board game?

I want to build a board game that matches players with similar skill levels against each other. Take for example a chess iOS app. Log in, and the game pairs you up against someone with a similar elo ...
0
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0answers
8 views

How can I get ping value from Photon Cloud?

I am trying to get ping from Photon Cloud but it always shows 0. I use method GetPing(); ...
0
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0answers
35 views

Multiplayer GameObjects in Giant World

I'm designing some kind of MMO strategy game with hundreds of players in Unity. Since the game will not have frequent operations, i think it will not have scalability issues using Unity HLAPI. Using ...
0
votes
0answers
16 views

How to make sleeping bodies interact with sensors in box2d?

I am making a top-down multiplayer game using box2d. The map is much bigger than the player's screen. I want to send players only objects that they can see on their screens. I am doing this to prevent ...
0
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0answers
39 views

Grid-based multiplayer game - best way to update player position on server?

Imagine a point and click, grid-based game (ie, click a square, player moves there via A* path finding). Assume it takes 1 second to move from square to square, with constant speed, and the tick rate ...
0
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0answers
45 views

What are the advantages and disadvantages of UPnP for my game?

I'm currently developing a multiplayer game in Java. Current architecture looks like that the players can host a server by themselfs. How ever they would to have manually open specific ports on there ...
0
votes
0answers
19 views

How to reconcile idle ticks for multi-player client side prediction?

I am building a 3D 3rd person real-time action MMO. I am in the process of instrumenting client-side prediction and server reconciliation. I have authoritative game state snapshots being sent ...
0
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0answers
20 views

How can i manage input in a split-screen multiplayer game?

In non-online multiplayer games, you most often see a "Press A to join" screen. I'm currently trying to figure out how it would be possible to create such a system, that selects the player via ...
0
votes
1answer
63 views

Unity, tell matched players to go pick characters (Matchmaking)

I need to tell all the players in the match to go to some method that'd take them to character pick. The thing is that the pick happens inside the menu scene after the level get's preloaded (...
0
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0answers
55 views

RPC and Command Calls OR Network messages for syncing variables across Server and Client?

I'm currently making a Unity Multiplayer game that relies on the synchronization of variables across the Server and the singular Client. I'm already able to use [SyncVar] to sync variables from the ...
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0answers
35 views

I have a lerp function to smooth out lag in my game, but it jitters

I'm trying to smooth out lag using lerp like so: ...
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votes
0answers
32 views

Send and receive network by each gameloop cause a latency?

I'm designing a network library for my real-time multiplayer game. Now I will poll receive and send message in each update of the game on the server. Here is what I doubt. Suppose tick rate on the ...
0
votes
1answer
28 views

Unity (UNET) Pass custom data when creating and joining a match in multiplayer

I've written some simple stuff to make a lobby for matchmaking. Now I want to pass some extra info besides the match name to the lobby. Something like Player's avatar and a number of players connected ...
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votes
0answers
17 views

Prediction and BEPU physics

i am doing a multi player game with bepu physics hosted on server. Client use client prediction to move player. Client will send a message( contains: pressed time T, sequence number N ) to server ...
3
votes
2answers
73 views

Is Apple Game Center Multiplayer Online?

I'm trying to build a real-time multiplayer game on Unity. I was thinking of using services such as PUN or UNet, but then I ran into Game Center's multiplayer API. I've read that Apple doesn't give ...
0
votes
1answer
43 views

lag compensation for slow bullets (opposing players perspective)

I have figured out how the server is suppose to "rewind" for bullet collisions so that when you hit a player on your screen, the server will also say you hit them. However, when you press a key to ...
1
vote
0answers
78 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 ...
0
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0answers
25 views

Why Unity spawning extra object on client side but not on host side?

I Instantiated a Gun for player and also Spawned it on Server using NetworkServer.Spawn() it worked fine in Host both player have their gun but when I connected my ...
0
votes
1answer
64 views

Help needed with syncing animation speed of a player in a Networked game (Unity)

Follow-up with new code, as per below answer. Unfornutely i still have it wrong and now the character doesn't animate at all (it seems to stay at 0.00 of the clip for ever or constantly resets to 0.00 ...
5
votes
1answer
653 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 ...
0
votes
1answer
23 views

How to use SyncVar/Command/Rpc in Unity to set the AnimSpeed for each player in the scene separately

Im making a simple as possible scene in Unity for mulitplayer game. The character has a walking animation of which the speed is to be set exactly the same as the Z velocity relative to the object. I ...
0
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0answers
29 views

Unity networking: argument exception while instantiating GameObject inside [Command] function

I wanted to instantiate an object and I used NetworkServer.Spawn() inside [Command] function it worked fine in host side but whenever I connect my client Untiy ...
1
vote
1answer
174 views

Turn Based Game - Best approach for Server communication. TCP/IP or REST API?

I want to create a turn base multiplayer game where each player simultaneously takes his/her actions, and ends the turn. Both will see what the other player did afterwards and the next round begins. ...
0
votes
0answers
144 views

C++ Game/Server Design

I am making a multiplayer game in which one of the players hosts the server. I have written a mock-up for the game loop and I have implemented an SFML TCPSocket server that clients can connect too. ...
0
votes
1answer
43 views

Realtime Multiplayer - How to handle user updates coming in different times

I have a game loop that sends new positions of every player to other players. But there is no guarantee that the users will send the server their new positions at the same time. Actually if their ...
1
vote
1answer
38 views

Compensate for animation time in multiplayer network game

I'm developing a multiplayer turn-based card game. In certain scenarios, the clients are required to perform an animation before moving on with the game. For example, the server informs the clients to ...
3
votes
2answers
105 views

Implementing multiplayer aspect of a simple HTML5 game

I've been thinking about this a lot. I am trying to implement a simple multiplayer game but I have difficulty figuring out how to "share the scene". For example, there are non-player entities like ...
0
votes
2answers
42 views

calculating and saving latencies for multiplayer game

i am making a simple multiplayer puzzle game which basically presents a group of connected users some simple questions and whoever answers first wins the game. but i am having some issue in designing ...
0
votes
1answer
45 views

processing request in order on game server

I am creating a simple multiplayer puzzle game in which multiple players can join a lobby and compete with each other. the player that submits the answer first gets the highest point, the player that ...
1
vote
0answers
37 views

Linear Interpolation Implementation

I'm trying to implement entity interpolation into my game. The structure is as follows: Send the keypress states from the client to the server Process the inputs and make calculations based on them ...
0
votes
2answers
57 views

Will Geolocations for IPs ever change?

I'm making a game where the geographic location of a user is used to give them a little flag icon next to their user name. To do this, I've been using the ipstack API. However, the API only allows up ...
0
votes
0answers
31 views

Making Virtual Money for online games?

Is it okay and safe to make virtual money when making online games? I've seen, in 8 ball pool game, there are pool coins and pool cash; and in tetris battle games in facebook, there are tetris coins ...
0
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0answers
43 views

Google Play Games Services (Unity Plugin) turn-based simplest scene for understanding the working concepts

I want to understand how to make a turn-based multiplayer game in unity using GPGS. I have been able to integrate GPGS plugin into unity. I now know how to Log-in, create achievements, leader-boards ...
5
votes
1answer
172 views

How to randomly create a fair maze for a multiplayer game?

I am creating a 2d multiplayer RTS game which happens inside a maze. I have used Growing Tree algorithm to randomly generate the maze. I thought that the maze would be fair for each team as long as ...
0
votes
2answers
94 views

shooting bullets without players being able to cheat

I'm working on a multiplayer game and for bullets that players shoot I was wondering what is the right way to do it: when a player press a key It send the key code to server and: a. server starts ...
0
votes
1answer
37 views

Implementing online connectivity and multiplayer/PVP for a newbie

Background I'm a noob programmer looking to create a simple turn based mobile game as a side project. I've pretty much got the game logic down and am left with implementing the online multiplayer/PVP ...
0
votes
2answers
66 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 ...
0
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0answers
8 views

Adding External Force to Client Side predicted Movement

So i have client side prediction implemented. The client applies the movements instantly and then applies reconciliation if anything is offset with the server. Now what I would like to do is add ...
1
vote
1answer
70 views

Network limitation in multiplayer game

I have a multiplayer cooperative game (PVE) in where there can be up to 200 enemies at a time (somewhere around that) and I was wondering how devs generally synchronize these? I already have packets ...
0
votes
0answers
18 views

Duplicate packets and termination of packets in multiplayer game

I'm making a multiplayer game (lazertag) with real hardware. After hours of research, I'm choosing the UDP instead of the TCP protocol to exchange data. Because of how unreliable UDP is and because ...
0
votes
2answers
111 views

How ID's work in FPS games

I am wondering how games generate IDs/GUIDs for their entities (along these lines), and which entities specifically get them. To narrow the scope of the question down, I am just focusing on FPS games ...
0
votes
0answers
43 views

Physics update in a client/server architecture with different tick rate

In a game where the client would run at 60FPS and the server 20FPS/possibly 10FPS, I wonder if is possible to update the physics without losing resolution. Consider the circunstance where a character ...
57
votes
14answers
17k views

Why do some games persistently have mostly one viable strategy, while others can have many?

The interesting thing in League of Legends is the existence of the "meta", which, for the purpose of this question, can be defined as the One Strategy That Rules Them All. The meta shifts between ...
1
vote
3answers
226 views

Is it possible to store ALL game data on the sever side

I want to make a game where everything is supposed to be a surprise. Everything from the maps to the enemies, no guides what so ever. For a normal player it may not be a big deal but some people may ...
0
votes
1answer
80 views

In a game such as Star Wars Galaxies, Planetside, and Warcraft how would server-side collision/terrain navigation work?

I'm trying to learn some advanced topics in multiplayer networking for fun and education, specifically how server-side collision/terrain navigation works in MMOs and/or any online game. Personally, I ...
3
votes
1answer
114 views

Ways to include relativity in multiplayer

Im currently working on a game concept including flying Space Ships in the solar system and maybe beyond. As the ships are using similar engines than in "The Expance" Epstein Drive. relativistic ...
3
votes
1answer
166 views

How to store and retrieve user data in a multiplayer game

I am building a multiplayer game with a team and each player will have a multiplayer rank, a matchmaking rating (MMR), a username, and possibly a picture, a description etc. We are planning on ...
1
vote
0answers
69 views

Spawn network objects in generated map

In my game, the server generates a procedural map, after send generation seed to generate it on the client. The client generates exactly the same map. In the map, I need to synchronize objects with ...