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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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1answer
19 views

NavMesh - LoS and “Containing”

For a gameserver/backend, I have a navmesh for "walkable" areas in form of points/triangles. Now I want to check every gametick if the client is still in a legit place and if he shots/casts a spell, ...
1
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1answer
95 views

Keep world changes in sync in client/server architecture

Imagine having a big room (4000w x 4000h) which contains players and items (world objects). The room is spatially partitioned in a 10 x 10 grid for collision detection and changes in the viewport of ...
4
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5answers
1k views

Should damage calculation in a competitive multiplayer game be done client-sided or server-sided?

I'm interested in creating a moba style game like League of Legends and need help with a situation. More exactly: I have an item that gives the player 50 Attack Damage or an ability that does 50 ...
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0answers
68 views

Eager or lazy loading synchronization

Imagine joining a room with 100 (moving) players and a lot of items and being assigned a random position in the room (read: agar.io). At the moment I'm eager loading the other players and items and ...
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0answers
29 views

Smooth network movement lunge (UE4)

I am working on a melee in Unreal Engine 4 that lunges towards an enemy until it reaches it and applies damage. I have tried various approaches to get the movement looking smooth on the local client. ...
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votes
1answer
31 views

How to properly handle sending arrow-key movement data to a authoritative server?

I've made a little C# server which receives UDP packets and shows me the incoming information. I want to make an authoritative server in C# which simulates character movement and interaction in a 2D ...
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0answers
18 views

Implementation client side prediction and linear interpolation

I've been working on an online multiplayer game using a client/server architecture and I have been following both Gabriel Gambetta's as Gaffer On Games's series about Client-Server Game Architecture, ...
1
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1answer
42 views

Implementing game synchronization between clients and server

I'm creating a small online multiplayer game where I have multiple thin clients and an authoritative server. Both the client and the server have a fixed game loop. Now I have a game entity with the ...
1
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0answers
22 views

Game Maker picking the wrong network adapter for broadcast

In my game I need to get the local network IP of the computer that is running the game, and for that purpose I have the following code: ...
1
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1answer
24 views

how to detect Unity UNET errors?

I'm working on a simple multiplayer online game. and I use UNET and Networkmanager. In my game I have some rooms and players ...
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0answers
60 views

How can I make billiard without using Rigidbody? [duplicate]

Unity's physics engine isn't deterministic (ie. the results aren't always the same on all computers) so I haven't Idea that how billiard games Implemented.Is there a way to Implementing fake and ...
1
vote
2answers
102 views

How can I sync billiard balls in network?

I'm developing a billiard game my problem is I don't know how can I sync balls in network I use forge for networking but feel free to answer photon or unet because I know them. What I tried 1....
1
vote
1answer
68 views

My Unity project does communicate with MongoDB on the Editor but not on compiled build

I was trying to implement MongoDB with my Unity WebGL and everything is working fine so that I managed to insert and retrieve documents from my mongo database with no issues, so everything was perfect ...
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1answer
40 views

SerialPort() data reading slowing down Unity

I am sending a few data from Arduino Uno to Unity using serial Port, baud rate is 115200. Still Unity is response time is pretty poor. At first it takes fraction ...
0
votes
1answer
24 views

Getting the same message while using Facepunch.Steamworks

I use Facepunch.Steamworks for P2P game made in Unity, so I send packets through it(UnreliableNoDelay sendtype), but I've got a problem, since I send message like this: Move:0 and get this: Move:00,...
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0answers
19 views

Unity3D mobile 4G internet web request is very slow

I have a windows VPS server and i have installed an Apache server on it. in my server I only have a simple text file that contains some few words. My problem is that when I'm trying to sending a web ...
1
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0answers
25 views

Is it possible to connect an external source machine to Live Link?

I would like to be able to connect multiple external machines to Unreal Engine via Live Link in order to stream solved motion capture from one of the Vicon run-time solvers/retargeter (i.e. Pegasus). ...
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1answer
122 views

Unity Networked gaming 2019… What happened to NetworkBehaviour, OnServerStart() etc

After a long break, I am now trying to learn some basics in networked gaming in Unity. I've installed the latest beta client (because I want to ultimately make a network multiplayer game but it will ...
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1answer
42 views

Inputs in realtime multiplayer game

I'm using a structure, where client sends his inputs every 20ms in one packet and server parses his inputs every update(20ms aswell). I've got a problem, since player can send me more than one inputs ...
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0answers
25 views

Only host can spawn object

I am currently making a multiplayer game however only the host has the capability to spawn projectiles. ...
3
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2answers
81 views

When to stop taking items from ever-growing queue and start processing them?

I am developing a fast-paced multiplayer shooting game and following instructions from this source http://www.gabrielgambetta.com/entity-interpolation.html. In the article it says that: several ...
2
votes
1answer
84 views

RTS game: How to handle disconnects in a fully connected peer to peer architecture?

I'm currently working on a game in which I am considering implementing a networking architecture as described in this article: http://www.gamasutra.com/view/feature/131503/...
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0answers
17 views

Photon-Unity Instantiation not working

I use Unity and Photon for the multiplayer. I Instantiate my gameObjects using this method : ...
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0answers
32 views

client state interpolation with authoritative game server

I am making a simple 2d real-time browser online game with an authoritative server (like any other .io game). I receive game state snapshots roughly every 50 (40 - ...
3
votes
1answer
81 views

Unity3d UnityWebRequest EscapeURL standard does not match Swift url encoding. How to decode it?

How should I decode escaped URL by unity in Swift? I am developing a game with Unity3d. Something MMORPG. With server implemented by me in Swift under ...
1
vote
1answer
81 views

Handling bad network clients using socket.io

Currently I'm working on a MMO game which players can join and exit game whenever they want. I have a connection manager server (CMS) written in golang using socket io library. World connects to CMS ...
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1answer
94 views

MMO sending player position to other players

When it comes to sending data to a player in MMOs, is this what the server is basically doing? (pseudo code) ...
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1answer
22 views

Synchronized non-local CharacterController's velocity is stuck at the last movement in Unity3D

I have CharacterControllers as players in my multiplayer scene, and they got NetworkTransforms attached, with ...
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0answers
51 views

How to make an authoritative multiplayer game deterministic for all clients? [closed]

I'm starting to create a multiplayer online game, with an authoritative server. As it is, the clients send inputs to the server which do the simulation and then send back to clients the updated state. ...
2
votes
1answer
122 views

How to let players connect over the internet via TCP?

We are making a 2 player game, using a Client/Server architecture and need a way to connect over the internet. Connecting in the same network is no problem and works flawlessly. Will it be a lot of ...
0
votes
0answers
61 views

what is the sequence in using the “send” and “read” commands on the game client and server? boost asio

I have a voxel game in which you can run on blocks (chunks), jump and set/delete blocks. I want to write an asynchronous TCP server for it and choose boost asio as the network library. I have two ...
0
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0answers
28 views

Unity: [Command] not invoked by client on server after reconnect

f anyone would know of a cause: I implemented a networked console window that that correctly communicates with the server... the first time it connects. If I close the client, then reconnect again ...
0
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0answers
50 views

How to organize data transfer between the client and the game server?

I have a game like minecraft, I can run, set and delete blocks. The world consists of a limited set of chunks. I want to write a server for it with the help of a library called boost asio. I need help ...
0
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0answers
36 views

Peer to peer networking architecture: one or two sockets

I am programming a 2 players snake game and I want it to be playable through the internet. I don't think a client-server model would be good here because the only information needed between the 2 ...
0
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0answers
111 views

Multiplayer Card Game using Photon Unity Networking

I'm making a card game using photon and an important issue i am facing is getting reference of other player objects that are instantiated on the network.The Card game allows players to swap cards with ...
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0answers
14 views

Beat Saber Editor Song List

I've installed BeatSaberEditor on my gaming computer, which works fine. I also have a development computer on the same network. I mapped a drive to the source files for the custom songs on my ...
1
vote
0answers
39 views

Keeping simulations in sync over long periods of time

I'm working on a multiplayer game which involves a huge amount of predictable AI enemies, and a few other players. The enemies are the most important to be accurate, because the game involves pixel ...
0
votes
1answer
47 views

Optimally syncing AI movement over network

I have a server with a NavMesh component that moves a bunch of NavMeshAgents in the scene and I want to sync their movement to connected clients. I'm expecting a huge amount of AI controlled ...
1
vote
1answer
49 views

NodeJS client gameloop running slightly faster than server gameloop

So I'm working on a real time multiplayer game in NodeJs (Client and Server). Both loops handle the same "physics" (movement at a constant rate) and both are running at 40hz or 40 times per second. I ...
1
vote
0answers
30 views

How to implement a network proximity checker in Unity using LLAPI?

I'm trying to implement a network proximity checker using my own functions in Unity, using LLAPI. How can I implemnet a network proximity checker, with similar functionalities than the ones in the ...
0
votes
1answer
45 views

How to give and remove authority of an object between multiple clients (Or how to let the client controller push a rigidbody)

I'm doing a cooperation FPS game in which players can push big rigidbody cubes with their rigidbody characters (the one from the standard assets). The problem is that the player hosting the game has ...
1
vote
0answers
58 views

How do you build a matchmaking service for an iOS turn-based board game? [closed]

I want to build a board game that matches players with similar skill levels against each other. Take for example a chess iOS app. Log in, and the game pairs you up against someone with a similar elo ...
1
vote
0answers
35 views

Authenticate player on backend server with google login

I would like to create a mobile game which communicates with my own backend server. For authentication I want to use google Sign-in(https://developers.google.com/identity/sign-in/android/backend-auth)...
4
votes
1answer
114 views

Will TCP really affects UDP if used in different context?

I have read some questions about using both TCP and UDP in multiplayer game, such as Does it make sense to use both TCP and UDP at once? and Is UDP still better than TCP for data-heavy realtime games?....
0
votes
0answers
105 views

What are the advantages and disadvantages of UPnP for my game?

I'm currently developing a multiplayer game in Java. Current architecture looks like that the players can host a server by themselfs. How ever they would to have manually open specific ports on there ...
1
vote
1answer
34 views

Designing client-server to mitigate hosting advantage?

My game will be client-server, and I'd like to prevent the hosting player from enjoying the usual benefits you'd associate with playing on a server. For example, the advantage of the server running ...
0
votes
2answers
191 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
124 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
1answer
119 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
450 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. ...