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2answers
34 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
28 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
65 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
votes
0answers
18 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
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1answer
54 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
599 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
11 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
votes
0answers
15 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
124 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. ...
-1
votes
0answers
17 views

UNetWeaver error in [Command] function's parameter

I'am Calling [Command] function to equip Gun but Unity showing me this error UNetWeaver error: Command function [GunController:CmdEuipGun] parameter [gunToEquip] is of the type [Gun] which is a ...
0
votes
0answers
84 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
23 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
36 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
96 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
34 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
24 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
31 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
55 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
27 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
votes
0answers
32 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
153 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
91 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
33 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
63 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
votes
0answers
7 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
65 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
16 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
108 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
33 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
16k 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
224 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
78 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
111 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 ...
2
votes
1answer
153 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
63 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 ...
0
votes
0answers
26 views

Physics for multiplayer shooter

I’m making online shooter and planning to make all physics on server, should I duplicate those physics computations on a client too to be client more responsive. Could I just have no computations on ...
0
votes
1answer
41 views

How Client send info to Host in Unity Multiplayer

I want to send player name and other details from client to host device. I have setup game for maximum two players connection. Here is the code that I have tried multiple times with different changes:...
1
vote
2answers
227 views

Multiplayer game, design of server <-> client communication

I'm thinking about programming a multiplayer game. For communication, I will use a Server <-> Client design like the following: Client <-> Server <-> Client The Game will be a kind of ...
0
votes
0answers
72 views

Networked multiplayer confusion , please help - Unity game HLAPI - was working now not

Hi guys I am quite new to writing any networking code for my games and I've been posting questions related to this topic already, however now my code has changed. I've followed through the Unity ...
4
votes
1answer
101 views

Randomly generated maps in Multiplayer

I am currently trying to get randomly generated maps work in multiplayer but I have so many difficulties trying to figure out how. How do other games implement this(Minecraft, Terraria, Don't starve)? ...
2
votes
3answers
168 views

How can I keep a consistent number of players per match in a continuous multiplayer game?

Fortnite Battle Royale is an example of a non-continuous multiplayer game. 100 players join a game which has fixed start and end times. When there's only one player remaining, the game ends. Agar.io ...
1
vote
0answers
44 views

Creating Customization System in Unity

I'm making a game with customization system for both characters and weapons and I don't know exactly what's the best way of doing the customizations themselves. I'm thinking of creating separate ...
1
vote
0answers
52 views

Should a matchmaker be in tcp or udp? [closed]

I wrote a game server in udp, now I don't know if the matchmaker be in tcp or udp. Because I know udp is connectionless and I think the matchmaker should be in tcp because they will connect to each ...
1
vote
0answers
102 views

When to use a lockstep protocol?

What types of games benefit most from lockstep? What games are not suitable for a lockstep protocol? What are the disadvantages of lockstep?
2
votes
1answer
87 views

LibGdx Bluetooth Game with Android

I've created a simple 2d platformer with libGdx and box2d and i wanted to add some kind of a multiplayer to it.I found an implementation over the internet that uses bluetooth with libGdx and i've ...
2
votes
1answer
105 views

What is the average cost of hiring a programmer mid development to implement online features?

I guess my real question is more specific than that. I'm working on a game by myself and it has 2 player local multiplayer implemented already (it's a pretty simple 2D arcade-platformer type game). I'...
1
vote
1answer
87 views

Can Cloud Functions be used for a multiplayer game server?

I'm building a turn-based online multiplayer game with Unity for both desktop and mobile. Traditionally, I would build a Java socket server, host it in Google Compute Engine or similar, and have ...
1
vote
0answers
26 views

Handling different screen sizes in multiplayer games

sorry if this has been asked already. I did some checking around and couldn't find any helpful advice. I'm developing my first multiplayer game, and it'll be fullscreen when run. My issue is, how do ...
0
votes
0answers
24 views

Anyone know anything about users being able to modify levels?

Ok so I have been developing some ideas to get to work on and I have one specifically that I need some assistance with. The App will be called “A Walk On the Beach.” It’s somewhat of a 3D ...
0
votes
1answer
39 views

What type of network design should be used for my game?

Okay, so I am trying to design a multiplayer only game. Here is the gist of my multiplayer gameplay structure, When a player starts up the game and clicks Play, he will be send to a map with 7 other ...