Stack Exchange Network

Stack Exchange network consists of 174 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange

Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

0
votes
1answer
44 views

Monogame Networking [on hold]

I played around with XNA in high school, and Monogame in college. I was able to make pong, first level of mario, and 1942 from the GameMaker tutorial series - all in monogame. My question is what ...
0
votes
2answers
73 views

Is it secure to use UDP socket for a game server?

I'm working on a multiplayer android game with Unity. For server side I use python. There is no login system or username. Basically, there is a matchmaking system and rooms. I send json object which ...
0
votes
1answer
43 views

clock synchronization

Is there something I'm not seeing or there is a flow in this algorithm(which everyone is referring to) http://www.mine-control.com/zack/timesync/timesync.html Assumption 1: When I say a is ...
0
votes
0answers
36 views

Resolving collision physics across distributed physics engines?

How are physics engines linked for sharing workload or working with each other's entities over a network? I'm not really sure if this is common or not done at all. I realize having a single engine ...
0
votes
1answer
77 views

RTS Style Game With Client-Side Prediction

So, I am currently working on an RTS-like multiplayer game. Units are not controllable by players (they attack-move to a location automatically). I decided not to go full lockstep but instead do a ...
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. ...
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
0answers
11 views

Unity HLAPI Connecting to server problem after some hours

I have a serious problem whit UNET. I created a fps shooter multiplayer game with 12 player, and I use a dedicated server for my game. Players can join to servers via internet. My problem is : ...
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 ...
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
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
1answer
79 views

How to properly handle up to 100 players with server side simulation?

Recently, I am getting a lot of interest on studying how FPS games servers handle players, but I can't find infos on how servers can handle up to 100 players. My main interest is finding out how a ...
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
29 views

Networking User Interface Buttons (build queue items)

I am creating a RTS with Unity/C#, and have noticed a problem synchronising build queues. Is there an ideal solution to handle button prediction? I think I may have overengineered the solution... ...
1
vote
1answer
38 views

How do I determine how far to move an object in the client when using client-prediction?

I have a game server which, for testing purposes, is updating once per second, or 1hz so I can correctly implement client-side prediction. Everything is running locally at the moment so there is no ...
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
1answer
75 views

Is RPC Safe and what is security layer of RPC?

We're creating a MMO and I wonder is RPC safe or not ? Isn't RPC easily hackable by injecting to client and what is the security layer of RPC on Unreal Engine ? For example; a player is walking and ...
1
vote
0answers
13 views

Handling game message packet loss at low speed and at a microcontroller level

I read this: How do I handle packet loss in a client-server network model? ...But I'm looking for more advice. Currently I'm implementing my own lazertag vests. I'm programming hardware (8051 ...
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
1answer
76 views

Lag Compensation in a Real-Time Game

I have been trying to implement some lag compensation techniques for a real-time game, I've found some good resources online, but I don't think I fully understand the server-side part of the problem. ...
0
votes
0answers
58 views

How should a game server receive/send udp packets with a defined tick rate?

I currently have a game server with a customizable tick rate, but for this example let's suggest that the server is only going to tick once per second or 1hz. I'm wondering what's the best way to ...
0
votes
1answer
98 views

Why do games use tick rates in their networking and servers instead of an event system?

Why do most games limit themselves with a tick rate in their networking? Isn't it better to make something like an even system where for example client A does something then the client sends related ...
1
vote
0answers
15 views

Unity LLAPI Connection Problems: NAT/Routers?

I have created a bespoke networking system using Unity's LLAPI. It works fine on the same machine, and sometimes works even to direct connect across the internet! The problem however, is that it ...
0
votes
0answers
51 views

How do games have low tick rates without causing input lag?

For example, Minecraft. It updates the gamestate at a rate of only 20/second. And from what I've read, these multiplayer games do the same with their network communication, sending updates at that ...
2
votes
0answers
43 views

Is the C or the Android code a problem?

Starting to write a game, it'll have a C server, and at the very least an Android client. However I have run into an issue where I can't seem to get them to connect. I have thrown debug logging into ...
0
votes
0answers
19 views

OnServerSceneChanged is called many times

In my NetworkManager class, the OnServerSceneChanged function is called many times after change the scene on the server. As I understand it, this function will be called every time I change the ...
0
votes
0answers
36 views

How to sync movement physics over network?

I am having trouble visualizing the best method for syncing the player's movement over my network. My game is pretty much a race of rolling balls down a hill. It relies on the ...
2
votes
1answer
1k views

Get internal and external IP addresses in Unity 2018.2.0?

Unity 2018.2.0 makes the Network class obsolete. I have used "Network.player.ipAddress" in my code to get the local LAN IP address. ...
0
votes
0answers
19 views

How to implement client-side prediction for user created entity in Rollback, Replicate, Simulate style synchronization?

I have a question about how to handle user-created entity (like rocket, grenade and so on) in overwatch style world synchronization system (Rollback, Replicate, Simulate). https://www.gdcvault.com/...
0
votes
1answer
58 views

Multiplayer netcode where all units, including server, are untrusted - possible, feasible, etc.?

Most professional video games use either a peer-to-peer architecture or a client-server architecture. In the former, clients often trust each other, and instead employ anti-cheat techniques to ensure ...
0
votes
0answers
18 views

Unity Multiplayer game using HLAPI as much as possible. Basics for adding non-player registered prefabs

Hi all I am making a fairly simple multiplayer game in Unity. It's a football game. You can play with up to 11 each team and you control just one player. The system i used is the Client-Host method ...
0
votes
0answers
24 views

Networked physic + quadtree

I have some problem with understanding how to use quadtree to divide physic world (p2.js engine btw.) and synchronize this world with clients. Here are some informations about my game: Host & ...
0
votes
1answer
91 views

problem using OnStartServer() for unity multiplayer networked game

UPDATE: i am still scratching my head over this. The way i see it, the Awake() function is only invoked when I load it in the Editor, but if I put the prefab Loading line into OnStartServer() it just ...
0
votes
0answers
22 views

Modify PlayerPawn on clients & server when spawning

I want to set components in PlayerPawn on Server and on Client depending on certain player settings. The server should have the Authority. For testing, my PlayerController class contains those ...
3
votes
1answer
209 views

Is there a “Least Terrible Method” for sharing Entities over Network?

(Preface: Using C++, Box2D, and built UDP client and server classes that are reasonable efficient for a built-from-scratch game using client-server model.) This question is specifically in regards to ...
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?
1
vote
0answers
27 views

I wanted to create a simple mobile online game for me and my mates. How should I handle the networking?

I've made a few simple games and one multiplayer game where you connect through LAN but for this one I wanted to learn something new. I have the game concept working on my computer, it's just waiting ...
0
votes
0answers
157 views

Using UDP in an MMORPG and Port Forwarding?

How can you get around having to make all clients port forward for their outgoing port? In my game the server has it's incoming port as 5600, and the clients are bound to a random port right before ...
0
votes
0answers
34 views

Does Unity's Unet LLAPI compress data?

Does the NetworkTransport compress and decompress the data sent through the network?
3
votes
0answers
90 views

Networking and physics

Context I have been implementing my own networking for a third person multiplayer game, but controls and physics will be ala old school FPSs. I'm using Unity's transport layer, which allows me to ...
0
votes
0answers
26 views

How are certain events supposed to be simulated on a Node.js authoritative dedicated server for a Unity game?

I have been thinking about server communication and simulation for Unity games and have run into some issue I don't entirely understand. Therefore I have some sample cases and like to know how that ...
0
votes
0answers
61 views

How to reduce server traffic for 100+ multiplayers game?

I'm working on fast-paced multiplayer game which has 100+ players in single session. To sync entire game state to each player, server should send massive data if I did not any compression: ...
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 ...
1
vote
1answer
84 views

Implementing Multiplayer: entire world ticks or just changes?

i'm working an a very simple multiplayer experience (for now node.js, later will probably remake all in c++, but my question is more about theory). All guides and tutorial i saw about making ...
0
votes
0answers
16 views

Networking not working on android when upgrade project from 5.6 to 2017 or 2018

I currently have a unity project that plays a networked 360 video using unity 5.6 on android phones. (The phone plays the 360 video in cardboard view, while the video playback is controlled by a ...
0
votes
1answer
63 views

How do I let game maker know that recieved json data is an array?

In python I created an array called lobbyList = ["Awesome","Funny","Epic"] I sent this array to Game maker studio 1.4 using JSON, I made a variable called ...
0
votes
1answer
72 views

Making read from and write to databases

I want to make a few simple databases for a sports game using Unity2D(C#). One is a read-only google sheet where it takes the players from the pool and adds them into the game at the start. Another ...
0
votes
1answer
111 views

Unity UNET, problems spawning and then destroying that instantiated prefab

I am very new to networking, and have ran into an issue, read below. I have multiplayer system setup, where players can spawn, they can pick up weapons and drop them, there is an object representing ...