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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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23 views

Can a mobile device create a game server for two-player online games in turn? [duplicate]

First of all excuse me if I say crazy things. I'm trying to make a turn-based multiplayer logic game for two players. This is my purpose: Two types of user, the one who creates the map and the one ...
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37 views

Client side position correction in RPG server-client based game

I need your help. Im working on online co-op rpg like game (Chronicon/Hero Siege as reference) and I am struggling to get my server-client architecture in one piece. I decided to go for game states ...
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1answer
27 views

Kryonet - Open a server locally only

On the game I'm working on I wanted the singleplayer mode to use an integrated server to make adding more players via networking easier. The way I have it right now is I open a server and connects the ...
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1answer
66 views

How should I update object movement on Client in a lockstep game?

I have a game that I am implementing a lockstep system for multiplayer on an RTS game. Now the server sends update packets at a higher frequency than the clients with new data. What I'm stuck on ...
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1answer
34 views

Game server simulation loop updates to fast even if the fixed steps are implemented

Today I wanted to ask you about the server world simulation loop that I have implemented and it acts weird. I am using Java, LibGDX and KryoNet to create 2d rpg co-op game based on server-clients ...
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1answer
57 views

How does the deployment of server look like

I´m kinda new to these networking stuff, but basically managed to finish server to handle client requests(wan´t it to handle connections to game and help the clients update the game and stuff). I got ...
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15 views

Sending position updates from server to clients (Unity + gRPC)

So clients connect to the server and the server spawns an entity for each of them. What I'm confused about is how to send position updates from the server to the connected clients. I read about ...
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1answer
40 views

How does one organize AI interactions with Local and Remote Players?

Scenario: In a first-person multiplayer game, an AI monster grabs a player. (This would be first-person player on the client's local machine, and a third-person remote player on the master and other ...
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1answer
26 views

Networking - assigning IDs to entities

Maybe I'm asking dumb question, but this problems bothers me... So I have my networked game in Unity (client), and server written in C# (without Unity). I Use ENet library for networking. Most of ...
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1answer
20 views

Additional Entity ID for networking instead of general EID?

http://t-machine.org/index.php/2015/06/09/entity-ids-how-big-using-uuids-or-not-why-etc/ I see this one article that proposes specific IDs just for the networking side of the game. If you are already ...
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34 views

How can I use StreamPeerSSL with Godot (server-side)?

I am trying to implement encryption for my game. The encrypted data will be handling authentication to the server and chat data. In order for StreamPeerSSL to work, I have to wrap it around ...
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1answer
164 views

Why can I only connect one client to my server?

I am currently working on a Udp server and client system, where I worked out a way to "verify" which user is sending the updates. Essentially, the very first package they send is "blank", which the ...
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1answer
96 views

How do you send game data from/to server?

Recently I've learned about running my clients and servers on separate threads than main, and I was able to send string data back and forth, open/close sockets, etc. Now I'm curious: How do I send ...
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1answer
103 views

Why does my game crash on startup?

I'm very new to networking, so I've been trying to develop my own server and client to use with Unity. I did some copy and pasting to learn the basics, but now I'm trying to get a real grasp of how to ...
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0answers
22 views

Destroying a networked projectile and creating a client side visual for all clients in Unity?

I'm making a shooter in Unity with UNET, and of course I handle projectile (like arrows) collision on the server. The arrows are Networked rigidbodies with NetworkBehaviours, and I would like to ...
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17 views

Best practice for frequent sending webSocket/Socketio/webRCT data [duplicate]

I already done game template for classic platformer. I use matter.js for physics and my own override draw functions. Everything works fine. Next stage is to make it multiplayer. I interest is it good ...
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41 views

Unity and C# Server - Real time communication

I am developing a Unity realtime mobile with a C# server, but I have several doubts on what I am doing, as it looks more complicated than how it should be. I am using websockets for network ...
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1answer
89 views

Dynamic Game Server Architecture

I'm trying to find a way to design a game server architecture for a real time mobile game. The design should be cost effective but still to some extend scaleable (later on). Mobile client flow: ...
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2answers
689 views

Architecture of networked game engine

So after working on my game engine for 2 years, I've decided to step into the networking environment. I just don't know if it's a good idea to rewrite the engine, or how much work it will take (but ...
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0answers
40 views

How do I support multiple platform patch cycles in a client/server multiplayer game?

I'm making a game with network multiplayer that will be playable with crossplay from multiple platforms. The game is written in c++ and uses regular TCP sockets for network communication. Currently ...
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1answer
328 views

Peer-to-peer Multiplayer Game [closed]

I built a casual game where the user answer the right word in random question. Now I want to make this game multiplayer (4 players) working on smartphones and tablets (Androird & iOS) where all ...
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0answers
22 views

Networking and Timing issue

I have been trying to use the low-level API for UNET and the focus of this problem is this: ...
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0answers
19 views

UDP vs. TCP for a click-based game [duplicate]

I'm contemplating transport protocol for a real-time click-based multiplayer RPG-style game. User clicks on the ground -> character walks to position and holds User clicks on an item -> character ...
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28 views

How to create Simple Click multiplayer test Game with photon

I am trying to create a simple multiplayer test sample with unity and photon but unable to do so. I am watching the tutorial and reading for 2 days. Now I know how to connect the player to a server ...
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1answer
41 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, ...
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1answer
155 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 ...
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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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110 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
69 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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1answer
61 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
36 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, ...
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1answer
58 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 ...
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0answers
26 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: ...
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1answer
32 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
66 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 ...
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2answers
171 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
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1answer
228 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
49 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 ...
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1answer
75 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
62 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 ...
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0answers
31 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
662 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
145 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
31 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
91 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
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1answer
96 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
63 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
45 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
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1answer
189 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 ...
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1answer
136 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 ...