Questions tagged [networking]

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

Filter by
Sorted by
Tagged with
0
votes
0answers
20 views

Simulating movement input in server-side, with different tick rates

I'm designing a simple MMO game server with the help of ENet (reliable UDP library) and the Godot engine for client-side. I've read tons of articles, guides, stack exchanges questions regarding ...
0
votes
0answers
34 views

How do i correctly interpolate between 2 positions recieved from server?

I am trying to implement interpolation in client side. I store Vector2 position data recieved from server in a list and try to interpolate (x,y) from previous position to next position as data comes. ...
2
votes
0answers
35 views

Handling acks during 1+ second packet loss with Glenn Fiedler's Reliable UDP Solution

I've read through Glenn Fiedler's awesome guide on Reliability over UDP and I'm currently working on my own implementation for fun and learning purposes. One pretty cool piece of Glenn's guide is that ...
0
votes
1answer
62 views

C++ Game multiplayer? (Mud)

I have made a simple turn based mud and wanted to implement a cheap way of allowing the client to host the game and others to join. Years back (I am just getting back into programming after a long ...
0
votes
0answers
46 views

Rollback netcode: how to avoid teleportation?

I've currently implemented rollback netcode with a central, authoritative server (wooh!). I'm running into issues where if players have zero input delay, the other players see them "teleport"...
0
votes
0answers
54 views

Game server question: Sharing data between server and client

I'm personally developing a massive multiplayer server for the FPS game genre. (Ex: such as battlefield series or call of duty series) In general, people usually use a server and client structure to ...
1
vote
0answers
47 views

Jittery entity Interpolation when tick-rate exceeds framerate

In my current game implementation, our game servers send data to the clients only 10 times per second (~every 100ms). However, due to recent changes, we are now expected to change the server tick-rate ...
0
votes
0answers
38 views

How can we implement tick rate on iOS?

I am really new to gaming development. For my multi-player game, I want to send my gaming update to the server 64 times per second. Is it a good idea to use ...
0
votes
0answers
32 views

Testing graphical & network performance of a game

I'm trying to compile a list things I should test to measure whether the development of a multiplayer game is going well. I've put a few links referring to Unreal to illustrate because that's what ...
2
votes
0answers
39 views

Client Side Prediction Doesn't Work with Fluctuating Latency

Ive been working on a prototype for client side prediction in multiplayer games, Ive managed to make it work but for some reason the prediction breaks when the latency fluctuates. For example if I ...
0
votes
0answers
41 views

UE4 Best way to store the winner of a multiplayer game?

Ok I have a Game Mode, and a Game State, the game mode counts player kills and when a player reaches 10, the game mode enters the end state. It stores the winner on the game state, which the clients ...
1
vote
0answers
43 views

How is the processing for FPS games with massive worlds (like Planetside 2) distributed between servers?

For such massively sized maps with an insane amount of players when it came out (or maybe it still has thousands of players in one general area at once still?), I'm almost certain the entire world is ...
0
votes
1answer
50 views

Networked game with physics and client side prediction and server reconsiliation causes lag

I'm trying to make a multiplayer platformer game. I can almost get client side prediction and server reconsiliation to work, but there is one issue that I just can't wrap my head around. Lets say that ...
0
votes
0answers
32 views

How to have different world states on each client but treat them as though they were the same?

I've got a voxel-based, Minecraft-like, 3rd-person isometric multiplayer game with camera rotation. Roofs are always the same height. Players can walk on roofs, and shoot or be shot while standing on ...
0
votes
1answer
49 views

In a multi-player game where one player becomes invisible, is the data about the invisible player sent to the enemy game clients?

In my 3d FPS game, there is a feature where a player could have it's character become invisible for some time. The character is only invisible, they're still there and can move around: the other ...
2
votes
2answers
72 views

If a game automatically downloads addon content it doesn't already have when joining a server, how can I test this without a second computer?

What I want to do is host a local test server that has the file, and connect to it from a local client which doesn't have the file. The only issue is that both the server and the client will look for ...
1
vote
3answers
158 views

Authoritative vs REST (server)

I am filling out a Godot user survey, and I'm not sure how to answer this question: Do you use (or plan to use) networking in your games? * Yes, for real-time peer-to-peer multiplayer Yes, for ...
2
votes
2answers
80 views

Prevent multiple input packets to authoritative server

I'm working on a simple game with an authoritative server. The player can move in 4 directions on a 2D board. The game samples input at 30hz and sends it to the server. The server also runs at 30hz. ...
0
votes
0answers
21 views

Prediction in deterministic netcode: Mixing predicted and non-predicted elements in display code. How do?

This one is a bit complex. So, I'm working on an FPS game that uses deterministic lockstep netcode, it can predict certain things like the player's own movement, weapon firing, and sounds. Entities ...
0
votes
0answers
46 views

Player speed varies due to interpolation

I'm building a multiplayer FPS in the vein of Quake. This is my setup: Clients send the server a "user command" on every simulation tick (which is fixed at 60 simulation steps per second) ...
1
vote
0answers
73 views

Interpolation hitches caused by Quake-like client-server design

I'm building a very small multiplayer shooter game. I'm facing a problem related to interpolation. In order to explain the problem I have to give an overview of the client-server design of my game (it'...
0
votes
1answer
177 views

How do ticks work on game servers?

So I'm currently learning more about game networking and how clients and servers work, and something that I have a hard time wrapping my head around is how game servers works in terms of ticks. Why do ...
0
votes
0answers
18 views

Sync issues with replaying movement

I am creating a networked game and having issues with keeping positions synced between multiple clients. Essentially what I have happening is one client's movement to replaying on another routed ...
0
votes
0answers
38 views

How to exactly to send game info packets(Player position, rotation, state, etc...) to server, and with what protocol

So the title might be confusing to some but what I fail to figure out how to keep all players perfectly in sync if there are more than lets say 10 players. So what I am trying to do but I think its a ...
0
votes
1answer
203 views

ecs network synchronization

I'm working on implementing combat into my isometric RPG game which uses an ECS architecture. When synchronizing the actions of the different clients, is it preferable to serialize and synchronize raw ...
6
votes
2answers
233 views

Networking a fast-paced game (2D) - Forced Movement - Server / Client

I started a new project, a fast-paced online game (some sort of 2D MOBA). I encountered a problem with the part of netcode about client prediction & server reconciliation. Game Mechanics: 2D - ...
0
votes
1answer
73 views

With GGPO rollback netcode, how many times might I need to update my game engine in one frame?

I'm working on a game that's going to use GGPO for rollback netcode. I understand the need for a deterministic engine whose state can be saved, restored, advanced from user inputs, etc. I understand ...
1
vote
0answers
68 views

Client side prediction buffer size considerations for jitter

I am currently having a FPS game with client side prediction. Every 20ms, the client sends it's input to the server. The server buffers 5 ticks worth of input (100ms) and starts consuming the inputs ...
2
votes
0answers
41 views

How is a Challenge implemented for a game networking protocol?

Working on an authoritative online game using LiteNetLib. I've been reading about building a game network protocol and I'm feeling stuck with the "challenge" implementation. The client ...
0
votes
0answers
27 views

Securing a replay-based leaderboard system (as much as possible)

A few years ago, I implemented a basic online leaderboard system in one of my games that sent encrypted score data over the wire. The encryption keys were stored in the game client's binary. Of course,...
0
votes
0answers
42 views

How can I display and sort a game server list by latency in a scalable manner?

If I have a game that allows players to self-host a multiplayer session which other players can join by browsing a game server browser to select a game I ideally want to be able to sort that list by ...
0
votes
1answer
63 views

Online convertible board game that is not online but based on multiple players

I'm wondering how a system can be made compatible with networking operations (client-server). By saying "networking operations" I mean a system that can handle online operations, multiple ...
0
votes
0answers
31 views

Unity Ajax and json data sending

once again i need your help! with help from here i managed to make a function that sends a formated json text to a subscription service.the format is this ...
0
votes
1answer
516 views

400 bad request UnityWebRequest

hey everyone any ideas why im getting a 400 error? im trying to post a json to a subscription list. doing that through postman works just fine! ...
0
votes
1answer
111 views

Why players who join late can't see other people data?

I want to show the name of the players above their head but I have a problem where people joining late doesn't get other players' name. For example: Player 1 joins to the server with the name Peter. ...
0
votes
1answer
79 views

It is possible to process data on relay servers?

I have a small game engine done in Java, and re-creating it on C++. While re-creating it i've decided on adding basic p2p online multiplayer. However, after reading more about networking, there are ...
1
vote
2answers
838 views

Unity 3D mirror, sync player spawn name

I am using Mirror for doing my little multi-player car racing project which I want to rename the game object automatically after the NetworkManager auto create the game object. Here is my ...
0
votes
1answer
106 views

How to deal with race conditions on a game server between network and physics update loops?

I am new to game networking. In various articles on the internet, I found that there are usually two loops on the server: one for physics updates and the other for sending snapshots to the client (...
0
votes
1answer
47 views

Synchronize running code over the network Unity

I want my code to run/perform the same on different Unity clients. I don't know if this is hard to achieve. Here hare my problems: The enemies movement: I have a pathfinding that should always give ...
0
votes
2answers
222 views

Multiple small UDP packets vs One big constant UPD packet

I'm making a MMO Bullet Hell game on Game Maker Studio 2 with a node.js server and I'm already able to receive and send information through UDP connections. I NEED to keep the server as fast as ...
2
votes
0answers
30 views

Synch clocks between client and server in Java

We're developing a simple boggle game in Java for a college project (purely academic purposes, so we're trying to keep it simple). Our application is composed by a client portion and a server portion. ...
0
votes
1answer
177 views

POST HttpRequest doesn't send any data

I've some trouble for sending a post request to my nodejs server. I can receive data from the server with GET method, but when I try to send data with POST, I've an empty bracket on return on this ...
1
vote
1answer
425 views

Architecture for scaling a large 2D MMORPG world vs player load

I want to make 2D MMORPG in a post-apocalyptic world. I would like to make the game world seamless and big, with big battles for the players. Something similar is in Eve Online (in 3D), but I do not ...
1
vote
0answers
79 views

Synchronizing clients

I have a server-client setup where each client has a number of screens attached, and the screens together form the display. As such, the visuals displayed by each client needs to be roughly in sync. ...
0
votes
0answers
31 views

How to annotate a BinaryFormatter packet with a header describing its length?

I am working on a project that is sending data from pc to tablet via usb, using android adb. To serialize the data, we are using BinaryFormatter. The problem I'm running into is that the client is ...
0
votes
0answers
86 views

Should I send the entries using a tickrate? Netcode Authoritative Server

I am developing a 2D platform and shooting video game in Unity 2D with authoritative logic / physics on the server (The physics server is also developed in Unity to be able to use the box2D library on ...
2
votes
1answer
245 views

How do multiplayer servers handle receiving, handling, and sending packets?

I want to make a fighter jet simulator game. The server (authoritative) and client communicate over udp. The server sends out updates about the gamestate at a fixed rate. Think of plane positions, ...
0
votes
0answers
35 views

Send post request with content type

I used a php server to communicate with my unity application . I want to send post data with content type so that my php server can use the approriate variable for the content type , for example if i ...
0
votes
1answer
355 views

Unity3D: Download multiple files and implement a callback

...
-1
votes
1answer
43 views

How does a client thats connecting get all the already connected clients

So I'm currently developing my own protocol on top of the already existing protocol, TCP. This is what I'm thinking.. When the client connects, it's going to send a packet to the server with the ...

1
2 3 4 5
18