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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26 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 ...
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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 ...
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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 ...
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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 ...
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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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1answer
41 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 ...
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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 ...
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1answer
43 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 ...
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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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3answers
104 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 ...
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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 ...
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41 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) ...
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55 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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1answer
116 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 ...
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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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35 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 ...
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1answer
117 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 ...
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2answers
213 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 - ...
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1answer
43 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 ...
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0answers
44 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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38 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 ...
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25 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,...
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39 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 ...
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1answer
60 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 ...
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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 ...
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1answer
197 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! ...
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1answer
77 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. ...
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1answer
50 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 ...
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2answers
551 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 ...
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Unity project not communicating with my iPhone 11?

Connecting to my iPhone 11 with a cool FaceTracking project called FaceCapOSCReceiverExample https://github.com/hizzlehoff/FaceCapOSCReceiverExample works excellent on my laptop, but not on my PC (...
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1answer
88 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 (...
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1answer
39 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 ...
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2answers
154 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 ...
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54 views

Move enemies over the network without sending their positions

I am trying to move enemies on two clients without sharing their positions. I use this: startingPosition + GetRandomDir() * Random.Range(1f, 10f) To have the same ...
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0answers
28 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. ...
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98 views

Trying to find a solution for instant knockback in multiplayer game

I'm making a server-authoritative fast-paced multiplayer game. I'm trying to implement wack-hammers, they are a melee weapon that knocks close players, in other words, that sets their velocity to <...
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1answer
138 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 ...
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1answer
373 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 ...
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78 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. ...
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30 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 ...
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62 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 ...
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1answer
199 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, ...
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34 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 ...
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1answer
280 views

Unity3D: Download multiple files and implement a callback

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1answer
39 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 ...
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73 views

How can I support direct P2P for mobile devices?

I'm Interested in two or more player co-op in Godot, via direct P2P without connection to a central server. I have this idea that would utilize two smartphones in proximity to one another. I don't ...
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1k views

How do I set up a dedicated server for my multiplayer Unity game?

I've made a multiplayer game with Unity and Mirror networking, and it all works perfectly when just running it on my own computer. However, I am trying to host on a dedicated server so that I can put ...
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1answer
100 views

Serializing game information over TCP connection

I'm trying to write a Unity client with C++ game server with TCP socket. When I'm sending game data back and forth with client and server, I'd want to serialize it in someway that can be deserialized ...
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173 views

do i need a deterministic game engine for ball physics multiplayer game?

I want to create a simple soccer game but where the ball physics is accurately rendered across the network. I looked at Photon's Quantum engine and it is too expensive for indie devs at 1k/month for ...

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