Questions tagged [multiplayer]

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

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311 votes
14 answers
27k views

How can I find an optimum set of colors for 10 players?

I want to give each of 10 players a unique identifying color. Is there an optimum set of colors for this? How do I create one? Every set I've come up with contains colors that are too similar. ...
David Thielen's user avatar
75 votes
6 answers
34k views

How to write a network game? [closed]

Based on Why is it so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load ...
Tamara Wijsman's user avatar
59 votes
14 answers
18k 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 ...
gaazkam's user avatar
  • 947
51 votes
10 answers
17k views

How to detect and prevent abuse (botting) of online game API?

I have been ocassionally working on a game idea in my free time. The gameplay and content renders it to be implemented as a online multiplayer game built with well established web technologies. You ...
p13n's user avatar
  • 613
39 votes
9 answers
56k views

How can I make a peer-to-peer multiplayer game? [closed]

How can I make a p2p multiplayer game? I would like to have a server-less multiplayer game. But then, how all the clients know each other? Why the p2p-protocol is so famous in file transfer but not ...
Tuomas Hietanen's user avatar
35 votes
4 answers
20k views

How does client-side prediction work?

I've read Valve + Gafferon and hundreds of pages from Google, but for whatever reason I can't get my head around client prediction. To my understanding, the basic problem is: Client A sends input at ...
Chris Evans's user avatar
33 votes
2 answers
19k views

How should multiplayer games handle authentication?

I've been lurking around to understand how an authentication system would work in games, but after many searches, it seems that working with ssl/certificates could be a little complicated for just a ...
Wolfrevo Kcats's user avatar
30 votes
5 answers
4k views

How do I avoid "too" lucky / unlucky streaks in random number generation?

I'm currently dealing with a multiplayer combat system where the damage dealt by the players is always multiplied by a random factor between 0.8 and 1.2. In theory, a truly random RNG may eventually ...
User not found's user avatar
29 votes
14 answers
11k views

How to implement "bullet time" in a multiplayer game?

I have never seen such a feature before, but it should provide an interesting gameplay opportunity. So yes, in a multiplayer/real-time environment (imagine FPS), how could I implement a slow motion/...
tomsseisums's user avatar
  • 3,356
26 votes
5 answers
13k views

Game logic on the server! Good or bad?

I'm currently planning a simple online multiplayer game. And here is the question. Does it make sense to make the whole game logic on the server and just send the input from the client to the server? ...
Dominic's user avatar
  • 363
26 votes
2 answers
16k views

What to send to server in real time FPS game?

What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
syloc's user avatar
  • 376
23 votes
9 answers
2k views

Techniques to prevent non-official clients in network gaming?

In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app? I realise there is probably no ...
UpTheCreek's user avatar
20 votes
6 answers
11k views

What are some ways to prevent or reduce cheating in online multiplayer games? [closed]

Punkbuster exists just to prevent cheating, and yet cheating is common in punkbuster enabled games. Modern Warefare 2 is seriously locked down from the end user running their own server or making any ...
kevin42's user avatar
  • 4,486
20 votes
3 answers
4k views

How to predict movement correctly when a player is invisible?

I have a multiplayer game and I'm doing client-side prediction, but some players can drink a potion and become invisible... The problem is that when they become invisible I don't share anything that ...
affiszervmention's user avatar
20 votes
1 answer
5k views

How do game clients know that a server is running on their LAN?

In lots of multiplayer games there is the option for LAN play. My question though is how does a client know where a server is on the LAN? The only ways I can think of Send out broadcasts over the ...
TheLQ's user avatar
  • 355
20 votes
3 answers
11k views

How to make a multiplayer game work reliably behind NAT?

Even games that are 100% client/server sometimes have issues when the client is behind NAT. Peee-peer games are even a bigger issues. Some games need to use multiple transports (such as UDP and TCP) ...
kevin42's user avatar
  • 4,486
19 votes
4 answers
8k views

Best strategy (tried and tested) for using Box2D in a real-time multiplayer game? [duplicate]

I am currently tackling real-time multiplayer physics updates for a game engine I am writing. My question is how best to use Box2D for networked physics. If I run the simulation on the server, should ...
user avatar
18 votes
4 answers
5k views

How can I implement multiplayer cloaking with visuals that resists client-side hacking?

I've been thinking about implementing stealth in a multiplayer game. It's a MOBA style game, so think League of Legends (LoL) and Heroes of the Storm (HotS). Multiple clients connect to a single ...
Underflow's user avatar
  • 297
18 votes
12 answers
3k views

Balance in online PvP games

I don't know if there's an accepted solution to this wicked problem. I'm thinking about the design of an online PvP game. A key aspect of the game, something that is just a given, and not my choice, ...
Tesserex's user avatar
  • 2,294
18 votes
6 answers
2k views

In what kind of variable type is the player position stored on a MMORPG such as WoW?

I even heard J. Carmack quickly talk about it... How a software can track a player's position so accurately, being on a such huge world, without loading between zones, and on a multiplayer scale ? ...
jokoon's user avatar
  • 5,243
17 votes
6 answers
2k views

Handling player logoff and logon in a persistent world without breaking immersion

One problem I've never seen fixed in any persistent online game is how to handle player logon and logoff without the characters just popping in and out of the world. My first thought is to simply ...
jmegaffin's user avatar
  • 4,903
17 votes
6 answers
5k views

Creating a seamlessly looping 2D multiplayer level?

A discussion came up recently about how to create a 2D side-scrolling multiplayer game that can have an looping level design (Think of Starbound and how their worlds are looping). I thought the ...
KenQueso's user avatar
  • 173
17 votes
3 answers
15k views

Player ranking using Elo with more than two players

I would like to use Elo to track player rankings between matches of a certain game, however the game can be played with up to four players in a match. I have seen games like Carcassonne use Elo with ...
fbrereto's user avatar
  • 423
16 votes
3 answers
17k views

Interpolating positions in a multiplayer game

In order to save bandwidth in my multiplayer game, I do not update every object every server tick, instead each object has an updateRate which tells the game that this object is expected to be updated ...
Ivo Wetzel's user avatar
  • 2,412
15 votes
9 answers
8k views

Adding multiplayer to an HTML5 game [closed]

I am interested in making a game that I currently have a co-op experience, however I'm curious as to the best method of implementing this in HTML5. I have made games before using straight C sockets, ...
erik's user avatar
  • 1,378
15 votes
2 answers
3k views

Should the game host be the authority, or another dumb client?

When designing a networked multiplayer-game where one player hosts and others connect, there are two strategies I'm aware of: Have the host-player's game be the authority, with all other players as ...
BlueRaja - Danny Pflughoeft's user avatar
15 votes
4 answers
9k views

Does it make sense to use both TCP and UDP at once?

After reading Is UDP still better than TCP for data-heavy realtime games?, I'm wondering if it makes sense to use both TCP and UDP at the same time, but for different things: TCP for sending ...
gandalf3's user avatar
  • 257
15 votes
2 answers
2k views

How to compensate for moving objects with client side prediction?

I'm implementing a game server that supports Star Control-like melee. So you have ships flying and shooting, with super simple velocity/acceleration/dampening physics to drive movement. I've read ...
OpherV's user avatar
  • 655
14 votes
4 answers
5k views

How should I track players' real-time positions in an MMO?

How do you keep track of the positions of the players in a MMORPG? I read that you can use either a database or you can store the coordinates in files. I tried using a database but it was slow. How ...
rxjsisfine's user avatar
14 votes
2 answers
2k views

Multiplayer Implementation, Can I implement it later if I chose to?

I plan to use XNA to build a game project. I'm not entirely sure at the moment if I want to add multiplayer functionality or not, bearing I have a lot of other problems to solve that I'm still new at. ...
Nayrb's user avatar
  • 745
14 votes
4 answers
925 views

How to protect your real time online shooter from potential bots

I'm looking to create a multiplayer top down shooter. While I've read about different topics, I can see them I've got some real challenges ahead, but I'm all up for it. One thing I can't understand ...
Zaky German's user avatar
  • 1,136
14 votes
2 answers
941 views

How can I stop the player from drifting due to local input prediction when they stop?

I'm working on a 2D server-client multiplayer game engine (which you can try here). It uses WebRTC DataChannels. (The connections are peer-to-peer, but the host ...
AshleysBrain's user avatar
13 votes
4 answers
8k views

Prevent Multiplayer Cheating

I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...
JosephG's user avatar
  • 357
13 votes
4 answers
6k views

Which Database (RDBMS vs NoSQL vs BOTH) to use for a Realtime Multiplayer Game?

I'm working on a realtime multiplayer game that will require a database (for features such as player profiles, friends, unlocks, news, etc.) This is a standard PC game (not browser-based) and will use ...
Andrew's user avatar
  • 131
13 votes
4 answers
9k views

Simplest most effective way to rank and measure player skill in a multi-player environment?

I know of the Truskill algorithm, it's quite complex but effective. My question is there other algorithms/methods to determine a players skill for accurate measuring for multi-player competitive ...
Wight's user avatar
  • 1,184
13 votes
1 answer
15k views

Multiplayer HTML5, Node.js, Socket.IO [closed]

I trying create simple Multi-player with HTML5 Canvas, JavaScript(too using John Resig simple Inheritance library) and Node.js with Socket.IO. My client code: var canvas = document.getElementById('...
rhavd's user avatar
  • 131
13 votes
3 answers
2k views

What is involved in creating a real-time multiplayer platformer game?

I'm creating a platformer game that has a "co-operative" feature which I'd like to work over networks / the internet. Now I've read up on network game programming including articles like What every ...
Justin's user avatar
  • 1,376
13 votes
2 answers
3k views

How would a game-state snapshot system be implemented for networked real-time games?

I want to create a simple client-server real-time multiplayer game as a project for my networking class. I've read a lot about real-time multiplayer network models and I understand the relationships ...
Vittorio Romeo's user avatar
13 votes
3 answers
437 views

P2P network hiding positions?

I have been working on a P2P architecture for secure gaming and I have divided the problem into five sub-problems: Unlawful modification of sent game state Accurately drop cheaters Agreeing on a game ...
Elon's user avatar
  • 131
12 votes
3 answers
6k views

How to handle multiplayer in JavaScript?

I'm just doing a bit of research into tech to use for a mobile multi-player game. It's more an experiment at present so for the moment, the only thing that Players need to be aware of is the other ...
OVERTONE's user avatar
  • 237
12 votes
5 answers
3k views

Do you need expensive servers and fancy hosting in order to make a multiplayer game?

I've finished working on an RPG and it would seem so much more fun to make it multiplayer. SFML has a networking feature, I figured it's possible but then again, never in my life have I even tried ...
Bugster's user avatar
  • 2,014
12 votes
4 answers
2k views

How do you allow networking code to be written in the later stages of the development?

I'm currently in the early progress of writing a game which I eventually will want to improve in most aspects. How can I skip out on writing network code yet leaving it fairly easily implemented, that ...
Ghork's user avatar
  • 191
12 votes
3 answers
35k views

Limitations of p2p multiplayer games vs client-server [closed]

I am reading up on multiplayer game architecture. So far most of the articles i've found deal with the client-server model. I'd like to know what are the limitations for using a p2p architecture? ...
spaceOwl's user avatar
  • 899
12 votes
3 answers
7k views

Realtime multi-player game design principles for Node.js

I've been reading the Valve article on multi-player networking which has been adapted from Yahn Bernier's 2001 paper called Latency Compensating Methods in Client/Server In-game Protocol Design and ...
Yoshima's user avatar
  • 223
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 ...
Suyash Mohan's user avatar
12 votes
2 answers
437 views

Are there tools for testing multiplayer code?

Are there reliable tools that can simulate real life-like network conditions e.g. networks with different bandwidth, different latencies, packet loss etc...?
zduny's user avatar
  • 407
11 votes
3 answers
1k views

I know that my super simple multiplayer setup is probably not a good idea, but why?

I'm making a simple little MOBA just for fun. I was making everything single-player then I realized "oh crap I should probably add multiplayer, huh." I've never done anything with networking before, ...
takua108's user avatar
  • 255
11 votes
7 answers
961 views

How can I make permanent death in a MUD seem acceptable and fair to players?

I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have ...
Luke's user avatar
  • 213
11 votes
3 answers
14k views

How do I sync multiplayer game state more efficiently than full-state updates?

I've done a little game network coding before, but primarily with TCP for games without real-time needs. I am working on a 2D Java game with networked multiplayer. For learning, I want to do this ...
Haz's user avatar
  • 211
11 votes
3 answers
22k views

Why can't cross-platform multiplayer games exist?

At least, why are they so difficult to make? - assuming that's the reason why not even AAA studios accomplish this feat for their games. Especially with modern cross-platform game engines like Unreal ...
JPtheK9's user avatar
  • 2,031

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