Questions tagged [networking]

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

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Why don't my pieces shuffle on the client's end?

In my game there is a 'Shuffle()' function that both clients and the host can access that shuffles pieces around on a board: ...
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Game networking with physics different client and server languages

We are currently having only "turn based" multiplayer games in our party game lobby system. Now we considered to add realtime multiplayer games as well, for example golf in 3D. Our current ...
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Why nobody creates shared world games? [closed]

Vast majority of modern network games use "lobby" conception: when limited amount of players connect to a single lobby server and play the game in isolation from everyone else who is not in ...
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1 answer
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Syncing chest content in a host-client multiplayer setup

I'm modding a FPS game by adding a 2 player co-op multiplayer to an otherwise completely single player game. One game instance acts as the host and I try to implement the synchronization of the ...
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Java Netty cannot connect to the server

I am creating a simple 2d multiplayer game supported by the Netty library. The server is located on my local computer. I have a problem: why are some clients unable to connect? I tested on several ...
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Informing clients of player actions in 2d platformer

I'm creating an online game (2d platformer) and I'm having some trouble understanding what to send clients. I'm sampling each player's input and sending it to the server after a set amount of time. ...
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Network racing game position interpolation jitters a lot

I'm making multiplayer racing game and I have problem with interpolating position.. Here's the sequence. Server simulate the world and send vehicle transform packet through UDP socket every 33ms to ...
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1 answer
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Pathfinding over network and local avoidance

I'm trying to build a little MOBA game (max 10 players) in Unity and i'm really stuck with the pathfinding / local avoidance. Here is what i'm doing when user click to move on the map: Client send a ...
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1 answer
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GGPO / peer to peer winstate

How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
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How to implement rollback

From what I've read, there's several components which go into rollback netcode and requirements. 1: Your game logic update (input/state update) has to be able to run independently of your rendering (...
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2 answers
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Measuring RTT for my network game?

I'm building networked racing game right now. I'm using winsock with TCP/UDP socket and IOCP. I'm having trouble with latency masking and I don't even know if my implementation is wrong. So, I'm ...
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1 vote
1 answer
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Do we need an ackowledgment packet in deterministic TCP multiplayer game?

I am trying to implement a deterministic game after having read 1500 archers on a 28.8. The simulation uses fixed-point math and the client only sends commands to the server which sends back the ...
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Latency handling methods in a fast-paced multiplayer game with moving objects

I am working on a real-time multiplayer soccer game. Currently, on my game, I created an architecture like that: Every client has a copy of the game state, also the server has it too. Clients send ...
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Unity Multiplayer Sync Bools

I have a little problem with syncing booleans on my networking game. I use the Mirror-Package for networking and use KCP for transport. When the players basicly collide each other (using a sphere ...
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Reliable RPC frequency limits in Unreal Engine

I am implementing a fighting game in Unreal Engine and I want to implement "rollback". The way I envision it so far is that in every frame, the client will send the inputs it received in ...
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1 answer
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Architecture of networking in game engine

I am currently building a 2d game engine, with the future intention of adding some sort of networking functionality. I have past experience making networking games in Unity and whatnot, however I am ...
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2 answers
332 views

How to manually Simulate Physics properly on Unity?

I'm trying to simulate physics manualy in a Unity 3D game. I've turned off Physics "Auto Simulation" in Project Settings and wrote this piece of code (it is more or less the unity doc sample)...
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1 vote
1 answer
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Sandbox game: TCP or UDP

I know that UDP and TCP are not to be used at the same time, so I should only use one. I have read in this site that TCP should be used for a sandbox game. The problem is, My game is going to have ...
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Problem in interpolating quaternion in networked game

I've tried to interpolate position and rotation of object between previous state and next state from server. Here's what I was doing. ...
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1 answer
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How do game clients handle actions that occurred in the past?

Imagine you’re playing an online game with consistent latency. Your local clock is synced closely with the server. Your character is moving along a straight line, you’re receiving information about ...
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1 vote
1 answer
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Network mechanism for an RTS multiplayer game

I'm writing a real time strategy game in Rust. In this game each player controls one of two armies facing off on a battle zone. To better understand the gameplay, my project is an open source version ...
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2 votes
2 answers
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Ways to synchronize lists over the network?

Im working on a little plain c# gameserver using an ecs. It follows the principles of the client/server model architecture. However im often running into the following problem, the server has one or ...
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1 vote
1 answer
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Multiplayer bullet trails

The problem is as follows: A receives the position of B as 40,40. Now, obviously this position is already out of date. On Bs screen B is of course already at 50, 40. Now A shoots at an angle from 15,0 ...
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Is there a way to determine mime type of a downloaded file in Unity?

How do you determine mime type of a downloaded file in Unity when no file extension is provided? This leads to texture load issues, as LoadImage only supports png and jpg. I'd like to process for when ...
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1 vote
1 answer
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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 ...
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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. ...
3 votes
1 answer
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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 ...
1 vote
1 answer
146 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"...
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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
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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 ...
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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 ...
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2 votes
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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 ...
1 vote
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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 ...
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1 answer
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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 ...
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1 answer
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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
2 answers
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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 ...
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1 vote
3 answers
308 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 ...
3 votes
2 answers
133 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. ...
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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 ...
1 vote
0 answers
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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) ...
2 votes
0 answers
111 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'...
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1 answer
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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 ...
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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 ...
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1 answer
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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
2 answers
335 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 - ...
2 votes
2 answers
209 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
0 answers
161 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 ...
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2 votes
0 answers
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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 ...
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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,...
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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 ...
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